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73 行
1.6 KiB

Shader "Hidden/GlowConeTap" {
Properties {
_Color ("Color", color) = (1,1,1,0)
_MainTex ("", 2D) = "white" {}
}
Category {
ZTest Always Cull Off ZWrite Off
Subshader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half4 uv[2] : TEXCOORD0;
};
float4 _MainTex_TexelSize;
float4 _BlurOffsets;
v2f vert (appdata_img v)
{
v2f o;
float offX = _MainTex_TexelSize.x * _BlurOffsets.x;
float offY = _MainTex_TexelSize.y * _BlurOffsets.y;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy-float2(offX, offY));
o.uv[0].xy = uv + float2( offX, offY);
o.uv[0].zw = uv + float2(-offX, offY);
o.uv[1].xy = uv + float2( offX,-offY);
o.uv[1].zw = uv + float2(-offX,-offY);
return o;
}
sampler2D _MainTex;
fixed4 _Color;
fixed4 frag( v2f i ) : SV_Target
{
fixed4 c;
c = tex2D( _MainTex, i.uv[0].xy );
c += tex2D( _MainTex, i.uv[0].zw );
c += tex2D( _MainTex, i.uv[1].xy );
c += tex2D( _MainTex, i.uv[1].zw );
c.rgb *= _Color.rgb;
return c * _Color.a;
}
ENDCG
}
}
Subshader {
Pass {
SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha}
SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous}
}
}
}
Fallback off
}