Unity3D Shader : 单色混合

Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("MainColor",Color)=(1,1,1,1)
_DColor("DColor",Color)=(1,1,1,1)
_FColor("FColor",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100


Pass
{
Name "pass1"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag




#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainColor;
struct v2f {
float4 pos: SV_POSITION;
float2 uv:TEXCOORD0;


};


v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}

float4 frag(v2f i):SV_Target
{
float4 texcol = tex2D(_MainTex,i.uv+0.1);
float4 outup;
outup = texcol * _MainColor;
return outup;
}
ENDCG
}
Pass
{
Blend one one
Name "pass2"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"


sampler2D _MainTex;
float4 _MainTex_ST;
float4 _DColor;
struct v2f {
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;


};

v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag (v2f i):SV_Target
{
float4 col = tex2D(_MainTex,i.uv-0.1);
float4 outup;
outup = col * _DColor;
return outup;
}
ENDCG
}
Pass
{
Blend one one
Name "pass3"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"


sampler2D _MainTex;
float4 _MainTex_ST;
float4 _FColor;
struct v2f {
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;


};

v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag (v2f i):SV_Target
{
float4 col = tex2D(_MainTex,i.uv);
float4 outup;
outup = col * _FColor;
return outup;
}
ENDCG
}
}

}


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转载自blog.csdn.net/weixin_42452001/article/details/80683582