https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.7/manual/writing-shaders-urp-basic-unlit-structure.html
Shader "Example/URPUnlitShaderBasic" {
Properties{
}
SubShader{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass {
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
};
struct Varyings {
float4 positionCS : SV_POSITION;
};
Varyings vert(Attributes input) {
Varyings output;
// 从对象空间到裁剪空间
output.positionCS=TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 frag(Varyings input): SV_Target {
half4 output=half4(0.5, 0, 0, 1);
return output;
}
ENDHLSL
}
}
}