效果:
笔记:
代码:
Shader "Unlit/001" { Properties { _Int("Int",Int) = 4 _Float("Float",Float) = 1.0 _Color("Color",color) = (0,0,0,0) _Vector("Vector",Vector) = (1,3,5,6) _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #include "UnityCG.cginc" fixed4 _Color; struct a2v //application to vert { //用模型顶点填充v变量 float4 vertex: POSITION; //用模型法线填充n变量 float3 normal: NORMAL; //用模型第一套uv填充texcoord变量 float4 texcoord:TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; fixed3 color : COLOR0; }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.color = v.normal * 0.5 + fixed3(0.5,0.5,0.5); return o; } fixed4 frag(v2f i):SV_TARGET { fixed3 c = i.color; c *= _Color.rgb; return fixed4(c,0.1); } ENDCG } } }