URP Shader 创建模板

发布时间: 2022年06月12日阅读数: 12
Shader "Unlit/Template"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			
			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = TransformObjectToHClip(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				return o;
			}
			
			half4 frag (v2f i) : SV_Target
			{
				// sample the texture
				half4 col = tex2D(_MainTex, i.uv);
				return col;
			}
			ENDHLSL
		}
	}
}