I'm very newbie at unity shader programming. And I've tried some lines of Shader codes. But I couldn't understand the result of it.
Here's my shader codes.
Shader "Test/MyShader"{
Properties
{}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct vertInput
{
float4 vertex : POSITION;
};
struct fragInput
{
float4 vertex : SV_POSITION;
};
fragInput vert (vertInput IN)
{
fragInput o;
o.vertex = UnityObjectToClipPos(IN.vertex);
return o;
}
fixed4 frag (fragInput IN) : SV_Target
{
return fixed4(IN.vertex);
}
ENDCG
}
}
}
I applied this shader code to the normal Plane. I expected the result to be seemed like spectrums. But what I've got is very different from what I've expected.
And this is Plane's inspector info.
Can anyone explain why this result come out?
