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66 行
1.1 KiB

Shader "Hidden/GraphicTests/ResultDisplay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ResultTex ("Result Texture", 2D) = "white" {}
_DiffTex ("Diff Texture", 2D) = "white" {}
_DiffA("Diff A", float ) = 0.4
_DiffB("Diff B", float ) = 0.6
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex, _ResultTex, _DiffTex;
float _DiffA, _DiffB;
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 = fixed4(0,0,0,1);
if ( i.uv.x < _DiffA )
col = tex2D(_MainTex, i.uv);
else if (i.uv.x < _DiffB )
col = tex2D(_DiffTex, i.uv);
else
col = tex2D(_ResultTex, i.uv);
col = pow(col, 1.0/2.2);
return col;
}
ENDCG
}
}
}