Shader "Level4/Fillscreen"{ Properties{ _MainTex("Base map",2d) = ""{} } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; struct v2f{ float4 pos:POSITION; float2 uv : TEXCOORD0; }; /** 1.投影顶点坐标: 获取顶点的符号作为,消化后的屏幕空间坐标.[-1,1] 2.转换纹理坐标: 将[-1,1]转换为纹理空间的坐标[0,1] 公式: 0.5 * ([-1,1] + 1) */ v2f vert(appdata_full data){ v2f v; float2 posSign = sign(data.vertex.xy); v.pos = float4(posSign,0,1); // v.uv = 0.5 * (float2(posSign.x,-posSign.y)+1); v.uv = 0.5 * float2(posSign.x,-posSign.y) + 0.5; return v; } float4 frag(v2f v):COLOR0{ float2 uv2 = float2(v.uv.x,v.uv.y + _Time.y); float4 c = tex2D(_MainTex,uv2); return c; } ENDCG SubShader{ Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } }
unity像素铺满全屏
猜你喜欢
转载自superherosk123.iteye.com/blog/1346771
今日推荐
周排行