Properties { _R("Radius", Range(0,100)) = 1.0 _ColorTex("ColorTex (RGB)", 2D) = "red" {}
struct Input { float2 uv_MainTex; float3 worldPos; //float4 modelPos_; float2 latlon; float2 uv_ColorTex;//这里一定要注意必须uv_开头,并且后面接Properties中定义的纹理名_ColorTex
};
fixed4 colTex = tex2D(_ColorTex, IN.uv_ColorTex);