Unity Shader 自定义纹理坐标变量写法

Properties {
        _R("Radius", Range(0,100)) = 1.0
        _ColorTex("ColorTex (RGB)", 2D) = "red" {}
struct Input {
            float2 uv_MainTex;
            float3 worldPos;
            //float4 modelPos_;
            float2 latlon;
            float2 uv_ColorTex;//这里一定要注意必须uv_开头,并且后面接Properties中定义的纹理名_ColorTex
 };
fixed4 colTex = tex2D(_ColorTex, IN.uv_ColorTex);
原文地址:https://www.cnblogs.com/coolbear/p/8065591.html