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