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
}
}
}