Shader "Custom/test1" {
SubShader {
pass
{
Tags{
"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
#include "lighting.cginc"
struct v2f{
float4 pos:POSITION;
fixed4 col:COLOR;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
光照漫反射(平行光)
最新推荐文章于 2022-01-10 03:43:57 发布