ro-webgl/Assets/Shaders/Actor/TilingOffset.shader
2021-12-21 09:40:39 +08:00

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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hero/Unlit_TilingOffset"{
Properties{
_Color("Color",Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
//_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Pass{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
//Cull[_Cull] Lighting Off ZWrite Off
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; //名字固定_MainTex+_ST
//fixed _Cutoff;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 textcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv = v.textcoord.xy *_MainTex_ST.xy + _MainTex_ST.zw; //zw为偏移+-设置旋转方向,xy为缩放
return f;
}
fixed4 frag(v2f f) :SV_Target {
fixed4 texColor = tex2D(_MainTex,f.uv.xy);
fixed3 diffuse = texColor.rgb * _Color.rgb;
return fixed4(diffuse, texColor.a);
}
ENDCG
}
}
//FallBack "Specular"
}