- Home /
Question by
jinhoons · Mar 21, 2021 at 12:10 PM ·
scripting problemshader
urp custom shader?
I am studying urp custom shader. Not applicable... What should I do?
Shader "Unlit/MonochromeShader"
{
Properties
{
_Color("Color",Color)=(1,0,0,1)
}
SubShader
{
Tags { "LightMode"="ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD0;
};
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldNormal = worldNormal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 normalDirection = normalize(i.worldNormal);
float nl = max(0.0,dot(normalDirection,_WorldSpaceLightPos0.xyz));
float4 diffuseTerm = nl*_Color * _LightColor0;
return diffuseTerm;
}
ENDCG
}
}
}
wf.jpg
(134.1 kB)
Comment
Your answer
Follow this Question
Related Questions
How can I render depth into a cube render texture and sample it in another shader? 0 Answers
CustomRenderTexture (RFloat) wont initialize in the same frame it is created. 0 Answers
Change UV Offset according to target objects to achieve a "Look At" effect 1 Answer