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54 行
698 B

Shader "${ShaderName}" {
Properties {
${ShaderPropertiesHeader}
}
SubShader {
// inside SubShader
Tags
{
"Queue"="Geometry"
"RenderType"="Opaque"
"IgnoreProjector"="True"
}
// inside Pass
ZWrite On
Blend One Zero
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
${ShaderPropertyUsages}
struct v2f
{
float4 pos : SV_POSITION;
${ShaderInputs}
};
${ShaderFunctions}
v2f vert (appdata_full v)
{
v2f o = (v2f)0;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
${VertexShaderBody}
return o;
}
half4 frag (v2f IN) : COLOR
{
${PixelShaderBody}
}
ENDCG
}
}
Fallback Off
}