Shader "ZX/BaseVertFragmentShadow" { Properties { _DiffuseTexture ("Diffuse Texture", 2D) = "white" {} _DiffuseTint ( "Diffuse Tint", Color) = (1, 1, 1, 1) } SubShader { Tags { "RenderType"="Opaque" } pass { Tags { "LightMode"="ForwardBase"} //第一步// CGPROGRAM #pragma vertex vertShadow #pragma fragment fragShadow #pragma multi_compile_fwdbase//第二步// #include "UnityCG.cginc" #include "AutoLight.cginc" //第三步// sampler2D _DiffuseTexture; float4 _DiffuseTint; float4 _LightColor0; //第四步// struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD2; LIGHTING_COORDS(0, 1) //第五步// }; v2f vertShadow(appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; TRANSFER_VERTEX_TO_FRAGMENT(o); //第六步// return o; } float4 fragShadow(v2f i) : COLOR { float4 diffuse = tex2D(_DiffuseTexture, i.uv); float4 diffuseTerm = _LightColor0 * LIGHT_ATTENUATION(i); //第七步// float4 finalColor = diffuseTerm * diffuse * _DiffuseTint; return finalColor; } ENDCG } } FallBack "Diffuse" }
参考链接:http://www.jianshu.com/p/74dfaabc0009
标签:Unity3d,Fragment,uv,Vertex,DiffuseTint,v2f,float4,Diffuse,DiffuseTexture From: https://www.cnblogs.com/open-coder/p/17937304