// Shaders/ImageBlend.shader Shader "Custom/ImageBlend" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BlendTex ("Blend Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 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; 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); fixed4 blend = tex2D(_BlendTex, i.uv); // 使用Alpha混合 fixed4 result = lerp(base, blend, blend.a); return result; } ENDCG } } }