学习过程中的记录
Shader "curve_code"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_CurveY("curve_Y",Range(-0.2,0.2))=0.03
_CurveX("curve_X",Range(-0.2,0.2)) = 0.03
}
SubShader
{
Tags { "RenderType"="Opaque"
"RenderPipeline" = "UniversalRenderPipeline"}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_S