本文主要是介绍URP 编写自定义 Shader (1) URPUnlitShaderBasic,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
Shader "Example/URPUnlitShaderBasic" {
Properties {
}
SubShader {
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass {
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
};
Varyings vert(Attributes IN) {
Varyings OUT;
OUT.positionHCS=TransformObjectToHClip(IN.positionOS.xyz);
return OUT;
}
half4 frag(): SV_Target {
half4 customColor=half4(0.5, 0, 0, 1);
return customColor;
}
ENDHLSL
}
}
}
这篇关于URP 编写自定义 Shader (1) URPUnlitShaderBasic的文章就介绍到这儿,希望我们推荐的文章对大家有所帮助,也希望大家多多支持为之网!