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URP 编写自定义 Shader (2) 带颜色输入的 URPUnlitShader

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.7/manual/writing-shaders-urp-unlit-color.html

Shader "Example/URPUnlitShaderColor" {
    Properties{
        _BaseColor("Base Color", Color)=(1, 1, 1, 1)
    }

    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;
            };

            // 要使 Unity shader 兼容 SRP Batcher,请在名为 UnityPerMaterial 的 CBUFFER 块中声明与材质相关的所有属性。
            CBUFFER_START(UnityPerMaterial)
                half4 _BaseColor;
            CBUFFER_END

            Varyings vert(Attributes input) {
                Varyings output;
                output.positionCS=TransformObjectToHClip(input.positionOS.xyz);
                return output;
            }

            half4 frag(Varyings input): SV_Target {
                // 返回 _BaseColor 值.
                half4 output = _BaseColor;
                return output;
            }
            ENDHLSL
        }
    }
}

posted on 2022-02-14 21:47  kingBook  阅读(190)  评论(0编辑  收藏  举报