URP 编写自定义 Shader (1) URPUnlitShaderBasic

Shader "Example/URPUnlitShaderBasic" {
    Properties { 
        
    }

    SubShader {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }

        Pass {
            HLSLPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes {
                float4 positionOS   : POSITION;
            };

            struct Varyings {
                float4 positionHCS  : SV_POSITION;
            };

            Varyings vert(Attributes IN) {
                Varyings OUT;
                OUT.positionHCS=TransformObjectToHClip(IN.positionOS.xyz);
                return OUT;
            }

            half4 frag(): SV_Target {
                half4 customColor=half4(0.5, 0, 0, 1);
                return customColor;
            }
            ENDHLSL
        }
    }
}
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