Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("MainColor",COLOR)=(1,1,1,1)
_Hold("Hold",Range(0,1))=0
_AddTex("AddTex",2D)="white"{}
_AddColor("AddColor",COLOR)=(1,1,1,1)
_AddHold("AddHold",Range(0,1))=0
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 nor:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 norpos:TEXCOORD1;
float3 col:COLOR;
float4 objpos:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainColor;
float4 _LightColor0;
float _Hold;
sampler2D _AddTex;
float4 _AddColor;
float _AddHold;
v2f vert (appdata v)
{
v2f o;
v.v
Unity3D Shader:消散
最新推荐文章于 2025-05-03 11:39:18 发布