一、Unity中Shader纹理采样的通用步骤
二、代码示例
Shader "Unlit/P0_7_3"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
//这里对语义要求严格
struct appdata
{
float4 vertex : POSITION;
//在顶点获取到UV信息
float4 uv : TEXCOORD;
};
//这里对语义要求不严格
struct v2f
{
float4 pos : SV_POSITION;
//接受顶点传入的uv
float4 uv : TEXCOORD;
};
v2f vert(appdata v)
{
v2f o = (v2f)0;
//本地空间转化到齐次裁剪空间
o.pos = UnityObjectToClipPos(v.vertex);
//把顶点的uv传下去
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
//进行顶点采样
fixed4 tex = tex2D(_MainTex,i.uv);
return tex;
}
ENDCG
}
}
}
效果