Version: Unity 6.0 (6000.0)
言語 : 日本語
ShaderLab: 古い頂点データチャンネルマッピング
HLSL pragma ディレクティブリファレンス

HLSL semantics reference

Explore the semantics you can use to input mesh data into custom shaders in High-Level Shader Language (HLSL) in Unity.

Semantic Description Type
POSITION The vertex position. float3 or float4
NORMAL The vertex normal. float3
TEXCOORD0 The first UV coordinates. float2, float3, or float4
TEXCOORD1 The second UV coordinates. float2, float3, or float4
TEXCOORD2 The third UV coordinates. float2, float3, or float4
TEXCOORD3 The fourth UV coordinates. float2, float3, or float4
TANGENT The tangent vector used for normal mapping. float4
COLOR The per-vertex color. float4
VPOS The pixel position in screen space. You can use VPOS only in the fragment shader. Use UNITY_VPOS_TYPE for cross-platform compatibility, which is float4 on most platforms.
VFACE Indicates whether the pixel surface is facing the camera. float
SV_VertexID The index of the vertex. You can’t use SV_VertexID in Surface Shaders. uint

Additional resources

ShaderLab: 古い頂点データチャンネルマッピング
HLSL pragma ディレクティブリファレンス