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 } } }