最简单的不受光(unlit)shader
# 功能就是原样显示一张贴图
Shader "My/Unlit" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; //模型空间顶点(点坐标一般用float) float2 texcoord : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert(appdata v) //顶点着色器(逐顶点) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //三角顶点的local坐标转为裁剪空间坐标 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); //应用贴图的tiling和offset return o; } fixed4 frag(v2f i) : SV_Target //片元着色器(逐像素) { fixed4 c = tex2D(_MainTex, i.uv); //颜色一般用fixed return c; } ENDCG } } }

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