Shader "WSP/FrameWork6"{ Properties { //HDR颜色 [HDR]_Color("颜色",Color) = (1,1,1,1) //[Toggle]开关 [Toggle]_Int("整数",int) = 0.5 //变化曲线值调节[Powerslider(value)]数值越大 影响曲线变化越大 会导致前面的滑条数值更容易调整 后段滑条数值缩小 //[IntRange]可以使滑条范围数字变为整数调整,仅限滑条 [IntRange]_Float("浮点数",Range(0,10)) = 1 _Vector("四维向量",vector) = (0,0,0,1) } SubShader { pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex:POSITION; }; struct v2f { float4 pos:SV_POSITION; }; fixed4 _Color; int _Int; float _Float; float4 _Vector; v2f vert(appdata v) { v2f o = (v2f)0; //o.pos= mul(UNITY_MATRIX_VP,mul(unity_ObjectToWorld,v.vertex)); o.pos = UnityObjectToClipPos(v.vertex); return o; }; float4 frag(v2f i):SV_TARGET { return _Vector; }; ENDCG } }}