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Shader "CustomRenderTexture/Simple"
{
Properties
{
_Tex("InputTex", 2D) = "white" {}
_Tex2("InputTex2", 2D) = "white" {}
_Speed("Speed", Vector) = (1,1,1,1)
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
HLSLEND
HLSLPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Speed;
sampler2D _Tex;
float4 _Tex_ST;
sampler2D _Tex2;
float4 _Tex2_ST;
float4 frag(v2f_customrendertexture IN) : COLOR
{
vector col = tex2D(_Tex, IN.localTexcoord.xy + frac(_Time * _Speed.xy));
vector col2 = tex2D(_Tex2, IN.localTexcoord.xy + frac(_Time * _Speed.zw));
return col * col2;
}
ENDHLSL
}
}
}