//无光照的 顶点片元shader
Shader “JW/BaseShader”
{
//基础 顶点片源 着色器
Properties
{
_Color(“Color”,Color)=(1,1,1,1)
}
SubShader
{
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
float4 vert(a2v v):POSITION
{
return UnityObjectToClipPos(v.vertex);
};
float4 frag():SV_TARGET
{
// return float4(0,1,1,1);
return _Color;
};
ENDCG
}
}
}