Shader "Custom/UsePropertiesShader"{
	Properties{
		//声明一个Color 类型的属性
		_Color("Color Tint",Color)=(1.0,1.0,1.0,1.0)
	}
	SubShader{
		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			//在CG代码中,我们需要定义一个与属性名称和类型都匹配的变量
			fixed4 _Color;
			struct a2v{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
				float4 texcoord:TEXCOORD0;
			};
			struct v2f{
				float4 pos:SV_POSITION;
				float3 color:COLOR0;
			};
			v2f vert(a2v v){
				v2f o;
				o.pos=UnityObjectToClipPos(v.vertex);
				o.color=v.normal*0.5+fixed3(0.5,0.5,0.5);
				return o;
			}
			fixed4 frag(v2f i):SV_Target{
				fixed3 c=i.color;
				c*=_Color.rgb;
				return fixed4(c,1.0);
			}
			ENDCG
		}
	}
	Fallback "VertexLit"
}
Shaderlab属性类型和CG变量类型的匹配关系
| ShaderLab属性类型 | CG属性类型 | 
|---|---|
| Color,Vector | float4,half4,fixed4 | 
| Range,Float | float,half,fixed | 
| 2D | sampler2D | 
| Cube | samplerCube | 
| 3D | sampler3D | 
原文:https://www.cnblogs.com/kingBook/p/12700987.html