Shader "WSP/FrameWork5"
{
SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex:POSITION;
};
struct v2f
{
float4 pos:SV_POSITION;
};
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
{
fixed4 value = fixed4(1,0,1,1);
return value;
};
ENDCG
}
}
}