53 lines
1.4 KiB
Plaintext
53 lines
1.4 KiB
Plaintext
Shader "Custom/MultiImageBlend" {
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Properties {
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_MainTex ("Texture", 2D) = "white" {}
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_BlendColor ("Blend Color", Color) = (1,1,1,1)
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_BlendOffset ("Blend Offset", Vector) = (0,0,0,0)
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}
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SubShader {
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Tags { "Queue"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _BlendColor;
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float2 _BlendOffset;
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v2f vert (appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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// 计算偏移后的UV坐标
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float2 blendUV = i.uv - _BlendOffset;
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if (any(blendUV < 0) || any(blendUV > 1))
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discard;
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fixed4 col = tex2D(_MainTex, blendUV) * _BlendColor;
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return col;
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}
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ENDCG
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}
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}
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}
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