Shader"Ztq/Diffuse"{
Properties{
_color ("MainColor",Color) = (1,1,1,1)Main material Color
_maintex ("Base(Rgb)",The) ="White"{}Main material
}
Subshader{
Pass
{
Tags
{
"Lightmode"="Forwardbase"
}
Cgprogram
#include"Unitycg.Cginc"Referencing libraries
#pragmaVertexVert//Specify vertexShader function
#pragmaFragment Frag//Specify fragmentShader function
UniformSampler2d_maintex;
UniformFixed4_color;
structv2fDeclare vertex fragment to pixel fragment function
{
Half4Pos:sv_position;storing vertex coordinate information
Half2Uv:TEXCOORD0;Storing UV information for the main material
};
v2f Vert (Appdata_full v)Vertex fragment
{
v2f o;Create O
O.pos =Mul(UNITY_MATRIX_MVP, v.Vertex);Convert object coordinates to screen coordinates
O.uv = v.Texcoord. XY;Map Uvs
ReturnOReturn o
}
Fixed4Frag (v2f i):COLOR
{
Fixed4Diffsamplercolor =tex2d(_maintex, I.uv.xy);Map sampling
return fixed4(Diffsamplercolor*_color); //Return color
}
ENDCG
}
}
}
Simple map Display Shander