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88 行
2.4 KiB

Shader "LightweightPipeline/Unlit"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_MainColor("MainColor", Color) = (1, 1, 1, 1)
_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
// BlendMode
[HideInInspector] _Mode("Mode", Float) = 0.0
[HideInInspector] _SrcBlend("Src", Float) = 1.0
[HideInInspector] _DstBlend("Dst", Float) = 0.0
[HideInInspector] _ZWrite("ZWrite", Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipe" }
LOD 100
Blend [_SrcBlend][_DstBlend]
ZWrite [_ZWrite]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile_fog
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _MainColor;
half _Cutoff;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed alpha = texColor.a * _MainColor.a;
fixed3 color = texColor.rgb * _MainColor.rgb;
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
#ifdef _ALPHABLEND_ON
return fixed4(color, alpha);
#else
return fixed4(color, 1.0);
#endif
}
ENDCG
}
}
CustomEditor "LightweightUnlitGUI"
}