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76 行
1.3 KiB

Shader "AddSubGraph"
{
Properties
{
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Geometry"
}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard vertex:vert
#pragma glsl
#pragma debug
void Unity_Add_float(float4 first, float4 second, out float4 result)
{
result = first + second;
}
struct Input
{
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 Color_Color_FD942667_Uniform = float4 (1, 0, 0, 0);
float4 Color_Color_C568FE2A_Uniform = float4 (0.1586208, 1, 0, 0);
// Subgraph for node SubGraph_F6FDDDC0
float4 SubGraph_F6FDDDC0_Output1 = 0;
{
float4 SubGraphInputs_23A80546_Input1 = Color_Color_FD942667_Uniform;
float4 SubGraphInputs_23A80546_Input2 = Color_Color_C568FE2A_Uniform;
float4 Add_B9CA3569_result;
Unity_Add_float(SubGraphInputs_23A80546_Input1, SubGraphInputs_23A80546_Input2, Add_B9CA3569_result);
SubGraph_F6FDDDC0_Output1 = Add_B9CA3569_result;
}
// Subgraph ends
o.Emission = SubGraph_F6FDDDC0_Output1;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}