Unity Shader学习:Geometry Shader(几何着色器)
用几何着色器可以操作顶点和三角来达到一些效果,下面是粒子和毛发的效果。
shader部分1:
Shader "Unlit/GeometryTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
_Length("Length",float) = 1.0
_Color("Color",Color)=(1,1,1,1)
}
SubShader
{
Tags {
"RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//几何着色器
#pragma geometry geom
#include "UnityCG.cginc"
float _Length;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
struct a2v {
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct v2g {
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct g2f {
float4 vertex:SV_POSITION;
float2 uv:TEXCOORD0;
float4 col:COLOR;
};
v2g vert(a2v v) {
v2g o;
o.vertex = v.vertex;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
//一个三角面生成的最多顶点数