介绍
本shader里面有一个名为_MyColor
的Color属性
,例子是在Update
中动态修改_MyColor
的值
Shader
Shader "Unlit/shader01"
{
Properties
{
_MyColor("color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float4 _MainTex_ST;
fixed4 _MyColor;
v2f vert (appdata v)
{
v2f o;
float4x4 pvm = UNITY_MATRIX_MVP;
float4 pos = UnityObjectToClipPos(v.vertex);
//o.vertex = UnityObjectToClipPos(v.vertex);
float4x4 mat = { 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 };
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _MyColor;
}
ENDCG
}
}
}
脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class test01 : MonoBehaviour
{
// Start is called before the first frame update
private Color color;
void Start()
{
color = Color.red;
}
// Update is called once per frame
void Update()
{
color.b += 0.001f;
this.gameObject.GetComponent<MeshRenderer>().material.SetColor("_MyColor", color);
}
}