无返回值(in,out)
Shader"Custom/Struct"
{
Properties
{
//通过材质面板的颜色和纹理来修改fragment
_MainColor("MainColor",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
}
SubShader
{
Pass
{
CGPROGRAM
//在CG中调用属性变量
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//定义顶点着色器的输入结构体
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//定义顶点着色器的输出结构体
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
fixed4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
void vert (in appdata v, out v2f o)
{
o.position = UnityObjectToClipPos(v.vertex);
o.texcoord = v.uv * _MainTex_ST.xy + _MainTex_ST.zw;
}
void frag(in v2f i ,out fixed4 color : SV_TARGET)
{
color = tex2D(_MainTex,i.texcoord) * _MainColor;
}
ENDCG
}
}
Fallback "Diffuse"
}
有返回值
Pass
{
CGPROGRAM
//在CG中调用属性变量
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//定义顶点着色器的输入结构体
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//定义顶点着色器的输出结构体
struct v2f
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
fixed4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.texcoord = v.uv * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
return tex2D(_MainTex,i.texcoord) * _MainColor;
}
ENDCG
}