Unity Shader appdata详解
内置shader代码
struct appdata_base {
float4 vertex : POSITION;//顶点位置
float3 normal : NORMAL;//发现
float4 texcoord : TEXCOORD0;//纹理坐标
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct appdata_tan {
float4 vertex : POSITION;
float4 tangent : TANGENT;//切线
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct appdata_full {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;//第二纹理坐标
float4 texcoord2 : TEXCOORD2;//第三纹理坐标
float4 texcoord3 : TEXCOORD3;//第四纹理坐标
fixed4 color : COLOR;//顶点颜色
UNITY_VERTEX_INPUT_INSTANCE_ID
};
自定义一个顶点数据
struct appdata
{
float4 vertex : POSITION;//获得顶点数据
float2 uv : TEXCOORD0;//获得纹理坐标数据
float4 normal: NORMAL;//获得法线数据
};
完整代码
Shader "Practice/Syntax/Sematics"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal: NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
// float4 vertex : SV_POSITION;
float4 vertex : SV_POSITION;
// float4 worldNormal : TEXCOORD1;
// float4 worldNormal : COLOR;
// float4 worldNormal : TEXCOORD11;
float4 worldNormal : TANGENT;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = mul(unity_ObjectToWorld,v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(i.worldNormal.xyz, 1);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}