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- Shader "Hidden/VertexIdVariableNode"
- {
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert
- #pragma fragment frag
- struct appdata_custom
- {
- float4 vertex : POSITION;
- uint vertexId : SV_VertexID;
- };
- struct v2f_custom
- {
- float4 pos : SV_POSITION;
- half vertexId : TEXCOORD0;
- };
- v2f_custom vert( appdata_custom v )
- {
- v2f_custom o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.vertexId = v.vertexId;
- return o;
- }
- float4 frag( v2f_custom i ) : SV_Target
- {
- return i.vertexId;
- }
- ENDCG
- }
- }
- }
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