Shader "Custom/LightPosX0" {
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct vertOut {
float4 pos:SV_POSITION;
float4 color:COLOR;
};
vertOut vert(appdata_base v)
{
vertOut o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
//场景中的光源位置被限制在(0,1)内,因此可放心作为颜色输出
o.color = unity_4LightPosX0[0];
return o;
}
float4 frag(vertOut i):COLOR
{
return i.color;
}
ENDCG
}
}
}
测试结果
Rendering Path: Forward 输出黑色
Rendering Path: Deferred Lighting 输出黑色
Rendering Path: VertexLit 什么也没输出