注意这里的ViewPos 的类型一定要是 float4 不然会出错
float4 viewPos = mul(UNITY_MATRIX_V, mul(unity_ObjectToWorld, v.vertex));
o.vertex = mul(UNITY_MATRIX_P, viewPos);
model -> world -> view -> clip(projection)
注意这里的ViewPos 的类型一定要是 float4 不然会出错
float4 viewPos = mul(UNITY_MATRIX_V, mul(unity_ObjectToWorld, v.vertex));
o.vertex = mul(UNITY_MATRIX_P, viewPos);
model -> world -> view -> clip(projection)