// 阴影
Shader "Study/06-ShadowShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
_HeroTex ("Hero Texture", 2D) = "black" {
}
_Brightness("Brightness",Range(0,0.6)) = 0.5
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
// 镜像
o.uv.y = 1-o.uv.y;
return o;
}
sampler2D _MainTex;
sampler2D _HeroTex;
float _Brightness;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_HeroTex, i.uv);
if(col.a >0)
{
col.rgb = 0;
col.a = _Brightness;
}
return col;
}
ENDCG
}
}
}
【006-Shader-阴影】
猜你喜欢
转载自blog.csdn.net/qq_18924323/article/details/124863290
今日推荐
周排行