Built-in转URP Chapter7(2)-纹理属性

话不多说,直接上代码,具体区别我后边会补充上,

暂时委屈各位,先锻炼下自己的“找不同”的能力,哈哈:

Built-CG写法:

	Properties {
		_MainTex("Main Tex", 2D) = "while"{}
	}
	SubShader {
		Pass {
			Tags {"LightMode" = "ForwardBase"}

			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag
			
			#include "Lighting.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;

			struct a2v {
				float4 vertex: POSITION;
				float4 texcoord: TEXCOORD0;
			};

			struct v2f {
				float4 position: SV_POSITION;
				float2 uv: TEXCOORD0;
			};

			v2f vert(a2v v) {
				v2f o;
				o.position = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target {
				fixed4 c = tex2D(_MainTex, i.uv);
				return fixed4(c.rgb, 1.0);
			}

			ENDCG
		}
	}
	FallBack "Diffuse"
}

URP+HLSL写法:

Shader "Unity Shaders Book/Chapter 7/Texture Properties" {
	Properties {
		_MainTex("Main Tex", 2D) = "while"{}
	}
	SubShader {
		Tags {
			"RenderPipeline"="UniversalPipeline"
		}
		Pass {
			Tags {"LightMode" = "UniversalForward"}

			HLSLPROGRAM

			#pragma vertex vert
			#pragma fragment frag
			
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

		CBUFFER_START(UnityPerMaterial)
			float4 _MainTex_ST;
		CBUFFER_END

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);

			struct a2v {
				float4 vertex: POSITION;
				float4 texcoord: TEXCOORD0;
			};

			struct v2f {
				float4 position: SV_POSITION;
				float2 uv: TEXCOORD0;
			};

			v2f vert(a2v v) {
				v2f o;
				o.position = TransformObjectToHClip(v.vertex.xyz);
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			half4 frag(v2f i) : SV_Target {
				half4 c = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
				return half4(c.rgb, 1.0);
			}

			ENDHLSL
		}
	}
	FallBack "Universal Render Pipeline/Simple Lit"
}

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