Shader "Unlit/SimpleGeometryShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2g
{
float vertex: SV_POSITION;
float uv : TEXCOORD0;
};
struct g2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2g vert (appdata v)
{
v2g o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream)
{
g2f o;
for(int i = 0;i < 3; i++)
{
o.vertex = UnityObjectToClipPos(IN[i].vertex);
UNITY_TRANSFER_FOG(o, o.vertex);
o.uv = TRANSFORM_TEX(IN[i].uv, _MainTex);
triStream.Append(o);
}
triStream.RestartStrip();
}
fixed4 frag (g2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
熟悉几何着色器:
-
类似顶点和片元着色器,需要定义函数 #pragma geometry geom
-
函数体上边必须加 [maxvertexcount(3)]:表示能够增加的最大顶点数
-
triangle v2g IN[3] 函数输入参数 类型有point,line,triangle,lineadj,triangleadj五种;
-
inout TriangleStream triStream 函数输出参数
PointStream:输出一系列的点图元
LineStream :输出一系列的线图元
TriangleStream:输出一系列的三角面图元 -
每次输出一个顶点就要outstream.Append(o);一次。
-
输出足够的顶点后,还要triStream.RestartStrip();一次。