Framwork/Assets/Test/AdvancedBlend.shader

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2025-05-23 16:24:00 +08:00
// Shaders/AdvancedBlend.shader
Shader "Custom/AdvancedBlend" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlendTex ("Blend Texture", 2D) = "white" {}
_Position ("Blend Position", Vector) = (0,0,0,0)
_BlendMode ("Blend Mode", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
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 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _BlendTex;
float2 _Position;
float _BlendMode;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 base = tex2D(_MainTex, i.uv);
// 计算混合纹理坐标
float2 blendUV = i.uv - _Position / _ScreenParams.xy;
if (any(blendUV < 0) || any(blendUV > 1))
return base;
fixed4 blend = tex2D(_BlendTex, blendUV);
// 混合模式选择
switch ((int)_BlendMode) {
case 0: // Alpha Blend
return lerp(base, blend, blend.a);
case 1: // Multiply
return base * blend;
case 2: // Screen
return 1 - (1 - base) * (1 - blend);
default:
return base;
}
}
ENDCG
}
}
}