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80 行
1.7 KiB

Shader "SplitCombine"
{
Properties
{
[NonModifiableTextureData] Texture2D_Texture2D_FCC444C7_Uniform("Texture2D", 2D) = "white" {}
}
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
UNITY_DECLARE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform);
void Unity_Combine_float(float first, float second, float third, float fourth, out float4 result)
{
result = float4(first, second, third, fourth);
}
struct Input
{
float4 color : COLOR;
half4 meshUV0;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.meshUV0 = v.texcoord;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 uv0 = IN.meshUV0;
float4 Sample2DTexture_E81B6D9_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform,uv0.xy);
float Sample2DTexture_E81B6D9_R = Sample2DTexture_E81B6D9_RGBA.r;
float Sample2DTexture_E81B6D9_G = Sample2DTexture_E81B6D9_RGBA.g;
float Sample2DTexture_E81B6D9_B = Sample2DTexture_E81B6D9_RGBA.b;
float Sample2DTexture_E81B6D9_A = Sample2DTexture_E81B6D9_RGBA.a;
float Split_89C93FBB_R = Sample2DTexture_E81B6D9_RGBA[0];
float Split_89C93FBB_G = Sample2DTexture_E81B6D9_RGBA[1];
float Split_89C93FBB_B = Sample2DTexture_E81B6D9_RGBA[2];
float Split_89C93FBB_A = Sample2DTexture_E81B6D9_RGBA[3];
float4 Combine_4EFD61AA_result;
Unity_Combine_float(Split_89C93FBB_R, Split_89C93FBB_G, Split_89C93FBB_B, Split_89C93FBB_A, Combine_4EFD61AA_result);
o.Albedo = Combine_4EFD61AA_result;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "LegacyIlluminShaderGUI"
}