公式
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
float3 color :COLOR;
};
struct v2f{
float4 pos:SV_POSITION;
fixed3 worldNormal:COLOR0;
fixed3 color:COLOR1;
fixed3 worldPosition:COLOR2; //声明世界坐标
};
v2f vert(a2v v){
v2f o;
o.pos=UnityObjectToClipPo