- 顶点转换到投影空间
o.pos = UnityObjectToClipPos(v.vertex);
// or
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- uv坐标转换
sampler2D _MainTex;
float4 _MainTex_ST;
TRANSFORM_TEX(v.textcoord, _MainTex);
- 纹理采样
fixed4 col = tex2D(_MainTex, i.uv);
- 纹理尺寸
默认存储在float4变量 {TextureName}_TexelSize 中
x contains 1.0/width
y contains 1.0/height
z contains width
w contains height
float4 _MainTexture_TexelSize;
- Texture HDR parameters
float4 {TextureName}_HDR 存储了如何解码HDR贴图的信息