在表面着色器中使用顶点和片元着色器

添加顶点着色器

1 修改着色器声明


#pragma surface surf Standard fullforwardshadows vertex:vert fragment:frag
替换
#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
        }
    }
}

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转载自blog.csdn.net/lengyoumo/article/details/115137537
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