// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/Texture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}
SV_Target 与Color略有区别,大体相同,有可能是两者的位置前者是中心位置,后者不是,有0.5像素的偏移,这个以后确认下
Fog相关的几个函数
UnityCG.cginc中的解释
// multi_compile_fog Will compile fog variants.
// UNITY_FOG_COORDS(texcoordindex) Declares the fog data interpolator.
// UNITY_TRANSFER_FOG(outputStruct,clipspacePos) Outputs fog data from the vertex shader.
// UNITY_APPLY_FOG(fogData,col) Applies fog to color "col". Automatically applies black fog when in forward-additive pass.
// Can also use UNITY_APPLY_FOG_COLOR to supply your own fog color.