// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/MyFirstUnityShader"
{
SubShader{
//针对显卡A的pass
Pass{
CGPROGRAM
#pragma vertex MyVertexShader
#pragma fragment MyFragmentShader
float4 MyVertexShader(float4 position:POSITION):SV_POSITION
{
return UnityObjectToClipPos(position);
}
float4 MyFragmentShader():SV_TARGET
{
return float4(1,1,0,0);
}
ENDCG
}
}
}