C#创建数据 每个顶点对应一个数据
public void Start()
{
List<Vector4> param = new List<Vector4>();
MeshFilter meshFilter = GetComponent<MeshFilter>();
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
//根据顶点index对应数据
for (int i = 0; i < meshFilter.sharedMesh.vertexCount; i++)
{
param.Add(new Vector4(i, i, i, i));
}
meshRenderer.sharedMaterial.SetVectorArray("param", param.ToArray());
}
Shader接收
Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 param[100];
v2f vert (appdata v, uint vid : SV_VertexID)// 顶点 ID,必须为 uint)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
//取出传递过来的数据
vector data = param[vid];
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}