builtin_shaders-5.3.4f1学习-Unlit/Texture


// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color

Shader "Unlit/Texture" {
Properties {
	_MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
	Tags { "RenderType"="Opaque" }
	LOD 100
	
	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				UNITY_FOG_COORDS(1)
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord);
				UNITY_APPLY_FOG(i.fogCoord, col);
				UNITY_OPAQUE_ALPHA(col.a);
				return col;
			}
		ENDCG
	}
}

}


SV_Target 与Color略有区别,大体相同,有可能是两者的位置前者是中心位置,后者不是,有0.5像素的偏移,这个以后确认下


Fog相关的几个函数

UnityCG.cginc中的解释

// multi_compile_fog Will compile fog variants.
// UNITY_FOG_COORDS(texcoordindex) Declares the fog data interpolator.
// UNITY_TRANSFER_FOG(outputStruct,clipspacePos) Outputs fog data from the vertex shader.
// UNITY_APPLY_FOG(fogData,col) Applies fog to color "col". Automatically applies black fog when in forward-additive pass.
// Can also use UNITY_APPLY_FOG_COLOR to supply your own fog color.



原文地址:https://www.cnblogs.com/nafio/p/9137264.html