无光照纹理贴图的3种写法,顶点着色器函数内方法与片段着色器内方法标号相对应
Shader "LT/UnlitTexture"
{
Properties
{
_MainColor ("MainColor", COLOR) = (0.5,0.5,0.5,1.0)
_MainTex("Main Texture",2D) = "while" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};