对4中的Shader进一步简化,使用预制结构体appdata_img(vertex和texcoord)和v2f_img(pos和uv),以及纹理坐标计算宏TRANSFORM_TEX()。

Shader "Custom/IncludeShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _MainColor ("MainColor",Color) = (1,1,1,1)
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _MainColor;

            v2f_img vert (appdata_img v)
            {
                v2f_img o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }

            fixed4 frag (v2f_img i) : SV_TARGET
            {
                return tex2D(_MainTex, i.uv) * _MainColor;   
            }
            ENDCG
        }
    }
}