逐顶点方式
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Custom/testLightShader"
{
Properties
{
_Diffuse("Diffuse", Color) = (1.0,1.0,1.0,1.0)
}
SubShader
{
Tags {"RenderType"="Opaque" "LightMode" = "UniversalForward"}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Diffuse;
CBUFFER_END
ENDHLSL
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 color : COLOR;
float4 vertex : SV_