FM/Assets/Test/MultiImageBlend.shader

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Shader "Custom/MultiImageBlend" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BlendColor ("Blend Color", Color) = (1,1,1,1)
_BlendOffset ("Blend Offset", Vector) = (0,0,0,0)
}
SubShader {
Tags { "Queue"="Transparent" }
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 pos : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _BlendColor;
float2 _BlendOffset;
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
// 计算偏移后的UV坐标
float2 blendUV = i.uv - _BlendOffset;
if (any(blendUV < 0) || any(blendUV > 1))
discard;
fixed4 col = tex2D(_MainTex, blendUV) * _BlendColor;
return col;
}
ENDCG
}
}
}