Shader "WSP/FrameWork6"{ Properties { //[特征]_Name("Display name,Type")=Default value [HDR]_Color("颜色",Color) = (1,1,1,1) } SubShader { pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex:POSITION; }; struct v2f { float4 pos:SV_POSITION; }; //注意和Properties内名称格式一致 fixed4 _Color; 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 { //返回值的名称格式注意一致 return _Color; }; ENDCG } }}