// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Test/First"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct a2v
{
//顶点坐标
float4 vertex : POSITION;
//法线方向
float3 normal : NORMAL;
//纹理坐标
float4 textcood : TEXCOORD0;
};
struct v2f
{
//裁剪空间坐标
float4 pos : SV_POSITION;
//颜色信息
fixed3 color : COLOR0;
};
//注: 当有输出结构时,v2f里必须要用SV_POSITION定义,否则v2f vert(a2v v) 只能改变为 float4 vert(a2v v):SV_POSITION
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.normal * 0.5;
return o;
}
fixed4 frag(v2f i):SV_Target
{
return fixed4(i.color*_Color, 1);
}
ENDCG
}
}
}
Shader "Test/First"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct a2v
{
//顶点坐标
float4 vertex : POSITION;
//法线方向
float3 normal : NORMAL;
//纹理坐标
float4 textcood : TEXCOORD0;
};
struct v2f
{
//裁剪空间坐标
float4 pos : SV_POSITION;
//颜色信息
fixed3 color : COLOR0;
};
//注: 当有输出结构时,v2f里必须要用SV_POSITION定义,否则v2f vert(a2v v) 只能改变为 float4 vert(a2v v):SV_POSITION
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.normal * 0.5;
return o;
}
fixed4 frag(v2f i):SV_Target
{
return fixed4(i.color*_Color, 1);
}
ENDCG
}
}
}