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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/Grid" { Properties { _gridColor("网格的颜色",Color) = (0.5,0.5,0.5) _tickWidth("网格的间距",Range(0.01,1)) = 0.1 _gridWidth("网格的宽度",Range(0.0001,0.01)) = 0.008 } SubShader { //选取Alpha混合方式 //Blend SrcAlpha SrcAlpha //去掉遮挡和深度缓冲 // Cull Off // ZWrite Off //开启深度测试 // ZTest Always CGINCLUDE ENDCG Pass { CGPROGRAM //敲代码的时候要注意:“CGPROGRAM”和“#pragma...”中的拼写不同,真不知道“pragma”是什么单词 #pragma vertex vert
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