逐片元
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Custom/testLightShader"
{
Properties
{
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(8.0,256)) = 20
}
SubShader
{
Tags {"RenderType"="Opaque" "LightMode" = "UniversalForward"}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Diffuse;
half4 _Specular;
half _Gloss;
CBUFFER_END
ENDHLSL
LOD 100
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{


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