I'm writing a custom shader, but the crux of the code is present in the fragment function. The vertex function is pretty much just boilerplate and "wasted space".
When writing a post-processing shader, you can include the standard library:
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
and then simply write
#pragma vertex VertDefault
which takes care of the vertex function for you.
Is there anything similar for non-postprocessing shaders?
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