Shader "WSP/FrameWork6"{ Properties { [HDR]_Color("颜色",Color) = (1,1,1,1) _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 [PowerSlider(3)]_Float("浮点数",Range(0,1)) = 0.5 } 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; 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 _Float; }; ENDCG } }}