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原文链接
Write out the bones of the shader (properties, etc)For each pass- Write out the pass header, includes, pragams and such
- Write out macros and functions needed to abstract the differences between URP and standard, such as the WorldNormalVector function, or defining _WorldSpaceLightPos0 as _MainLightPosition
- Write out my code and functions in surface shader format
- Write out the URP code for the vertex/pixel functions
- This code packs it’s data into the structs that I use and then calls my code
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