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69 行
1.2 KiB

Shader "Hidden/VFXToolbox/ImageSequencer/ImageSequencerCanvas"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RGBAMask("RGBAMask", Color) = (1.0,1.0,1.0,1.0)
_MipMap("MipMap", float) = 0.0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _RGBAMask;
float _MipMap;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2Dlod(_MainTex, float4(i.uv,0.0f,_MipMap));
if(_RGBAMask.r + _RGBAMask.g + _RGBAMask.b == 0.0f)
{
// As we preview alpha, we need to linearize
float a = GammaToLinearSpaceExact(col.a);
col = float4(a,a,a,1.0f);
}
else
{
if(_RGBAMask.a == 0.0f)
{
col.a = 1.0f;
}
col.rgb *= _RGBAMask.rgb;
}
return col;
}
ENDCG
}
}
}