添加頂點着色器
1 修改着色器聲明
用
#pragma surface surf Standard fullforwardshadows vertex:vert fragment:frag
替換
#pragma surface surf Standard fullforwardshadows
Shader "Unlit/mprob"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color",Color) = (1,1,1,1)
_Color1 ("Main Color111",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode" = "ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed3 SHLighting : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.SHLighting = ShadeSH9(float4(worldNormal,1));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
col.rgb *= i.SHLighting;
return col;
}
ENDCG
}
}
}