Shader "Custom/ExcludePathPrepass" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
//exclude_path:prepass参数告诉Unity不要为Deferred渲染路径产生Shader
#pragma surface surf Lambert exclude_path:prepass
#pragma debug
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack Off
}
以上Shader只在Forward模式下执行