遇到问题随时记录
//u_MvpMatrix mvp矩阵
//a_Position 顶点坐标
vec4 UnityObjectToClipPos()
{
#ifdef GPU_INSTANCE
return a_MvpMatrix * a_Position;
#else
return u_MvpMatrix * a_Position;
#endif
}
vec3 UnityObjectToWorldNormal(vec3 normal)
{
return normalize(normal*mat3(u_WorldMat));
}