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两种颜色的条纹状背景
Shader "Custom/Flag"
{
Properties
{
[PerRendererData]_MainTex ("Texture", 2D) = "white" {}
_1stColor("1stColo",Color) = (0,0,0,1)
_2ndColor("2ndColor",Color) = (1,1,1,1)
_tileNum("tile num", Range (2, 20)) = 10
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 _1stColor;
fixed4 _2ndColor;
int _tileNum;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//i.uv * _tileNum 将uv放大
//frac函数,取其小数部分
float2 newuv = frac(i.uv*_tileNum);
//step函数小于0.5返回0,否则返回1,再lerp一下,也就是uv.x小于0.5,返回_1stColor,否则返回_2ndColor
fixed4 color = lerp(_1stColor,_2ndColor,step(0.5,newuv.x));
return color;
}
ENDCG
}
}
}
效果图: