我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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Shader "CustomRenderTexture/Scrolling_2layers"
{
Properties
{
_Tex("InputTex", 2D) = "white" {}
_Tex2("InputTex2", 2D) = "white" {}
_Speed("Speed", Vector) = (1,1,1,1)
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Speed;
sampler2D _Tex;
float4 _Tex_ST;
sampler2D _Tex2;
float4 _Tex2_ST;
float4 frag(v2f_customrendertexture IN) : COLOR
{
float4 col = tex2D(_Tex, IN.localTexcoord.xy + frac(_Time * _Speed.xy));
float4 col2 = tex2D(_Tex2, IN.localTexcoord.xy + frac(_Time * _Speed.zw));
return max(0.1f,col * col2);
}
ENDCG
}
}
}