Surface Shader の頂点処理を差し込む場合は pragma
の最後に指定してやれば良い
#pragma surface surf Lambert vertex:vert
Shader "SurfaceVert" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert vertex:vert struct Input { float2 uv_MainTex; }; sampler2D _MainTex; half _Glossiness; half _Metallic; fixed4 _Color; void vert (inout appdata_full v) { // 頂点処理 } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } }