頂点カラーとテクスチャの乗算色を表示する Shader
Shader "Cust/TextureAndVertexColor" { Properties { [NoScaleOffset] _MainTex("Texture", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 color: COLOR; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; sampler2D _MainTex; v2f vert (in appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.uv = v.uv; return o; } fixed4 frag (in v2f i) : SV_Target { return tex2D(_MainTex, i.uv) * i.color; } ENDCG } } }