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62 行
1005 B

Shader "Hidden/DistordTest_Multiply"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
float4 col = float4(0,0,0,1);
fixed2 uv = i.uv * 2 - 1;
col.rg = sin(saturate( length(uv) ) * UNITY_PI * 4);
uv = i.uv * 2;
uv = frac(uv);
col.b = (uv.x > 0.5) && (uv.y > 0.5) || (uv.x < 0.5) && (uv.y < 0.5);
return col;
}
ENDCG
}
}
}