無光照紋理貼圖的3種寫法,頂點着色器函數内方法與片段着色器内方法标号相對應
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv; //方法1===============
// o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.zw; //方法2 ==============
// o.uv = TRANSFORM_TEX(v.uv,_MainTex); //方法3================
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
// fixed4 col =tex2D(_MainTex,i.uv)* _MainColor; //方法2 , 3===========================
fixed4 col =tex2D(_MainTex,_MainTex_ST.xy * i.uv.xy + _MainTex_ST.zw) * _MainColor; //方法1
return col;
}
ENDCG
}
}
}