uniform
将shader和脚本连接起来
注意,效果需要运行起来才能看到
shader
Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
pass{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
uniform float4 BColor;
fixed4 _Color;
struct a2v
{
float4 objPos:POSITION;
};
struct v2f
{
float4 pos:POSITION;
};
v2f vert(a2v a)
{
v2f o;
o.pos = a.objPos;
return o;
}
float4 frag(v2f o) :COLOR
{
return _Color*BColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
GetComponent<Renderer>().material.SetVector("BColor",new Vector4(1,0,0,1));
}
// Update is called once per frame
void Update()
{
}
}