FM/Assets/Test/ColorBlend.shader

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Shader "Custom/ColorBlend" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainColor ("Base Color", Color) = (1,1,1,1)
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendColor ("Blend Color", Color) = (1,1,1,1)
}
SubShader {
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;
sampler2D _BlendTex;
fixed4 _MainColor;
fixed4 _BlendColor;
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target {
// 基础颜色计算
fixed4 base = tex2D(_MainTex, i.uv) * _MainColor;
// 混合颜色计算
fixed4 blend = tex2D(_BlendTex, i.uv) * _BlendColor;
// 混合运算
return lerp(base, blend, blend.a);
}
ENDCG
}
}
}