\n \n <\/td>\n | #pragma multi_compile_instancing//告诉Unity生成一个开启instancing功能的shader variant<\/td>\n <\/tr>\n |
\n <\/td>\n | ...<\/td>\n <\/tr>\n |
\n <\/td>\n | struct appdata<\/td>\n <\/tr>\n |
\n <\/td>\n | {<\/td>\n <\/tr>\n |
\n <\/td>\n | float2 uv : TEXCOORD0;<\/td>\n <\/tr>\n |
\n <\/td>\n | UNITY_VERTEX_INPUT_INSTANCE_ID//用来给该顶点定义一个instance ID<\/td>\n <\/tr>\n |
\n <\/td>\n | }<\/td>\n <\/tr>\n |
\n <\/td>\n | \n<\/td>\n <\/tr>\n |
\n <\/td>\n | v2f vert(appdata v, uint vid : SV_VertexID)<\/td>\n <\/tr>\n |
\n <\/td>\n | {<\/td>\n <\/tr>\n |
\n <\/td>\n | UNITY_SETUP_INSTANCE_ID(v);//让shader的方法可以访问到该instance ID<\/td>\n <\/tr>\n |
\n <\/td>\n | ...<\/td>\n <\/tr>\n |
\n <\/td>\n | }<\/td>\n <\/tr>\n <\/table>\n<\/div>\n\n\n <\/div>\n\n <\/div>\n<\/div>\n\n <\/div>\n |