2种方法:
1. 使用 VPOS 或 WPOS语义,如:
Shader "Test/ScreenPos1" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag struct appdata { float4 pos : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.pos); return o; } fixed4 frag (v2f i : WPOS) : SV_Target { fixed2 viewPos = i.pos.xy / _ScreenParams.xy; return fixed4(viewPos, 0, 1); } ENDCG } } }