/*
这里我用了透明遮罩
大概思路是将两张图片堆叠
读取第一张图片的rbg值
然后读取遮罩通道的透明值
surf片段着色器
SurfaceOutput就是要输出图像的片段
赋值后在面板放入遮罩通道即可
*/
Shader "Custom/MyShader" {
Properties
{
_MainTex("Base(RGB)",2D) ="white"{}
_Bump("Bump",2D)="bump"{}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Bump;
struct Input
{
float2 uv_MainTex;
float2 uv_Bump;
};
/*
面片着色器只作用于色块,
例如面片的法线贴图则需要整块贴上去
struct SurfaceOutput
{
half3 Albedo; //像素的颜色
half3 Normal; //像素的法向值
half3 Emission; //像素的发散颜色
half Specular; //像素的镜面高光
half Gloss; //像素的发光强度
half Alpha; //像素的透明度
};
SurfaceOutput就是输出的面片
*/
void surf(Input IN,inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex,IN.uv_MainTex);
half4 c1 = tex2D(_Bump,IN.uv_Bump);
o.Albedo.x = c.r;
o.Albedo.y = c.g;
o.Albedo.z = c.b;
o.Alpha = c1.a;
}
ENDCG
}
FallBack "Diffuse"
}
这里我用了透明遮罩
大概思路是将两张图片堆叠
读取第一张图片的rbg值
然后读取遮罩通道的透明值
surf片段着色器
SurfaceOutput就是要输出图像的片段
赋值后在面板放入遮罩通道即可
*/
Shader "Custom/MyShader" {
Properties
{
_MainTex("Base(RGB)",2D) ="white"{}
_Bump("Bump",2D)="bump"{}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Bump;
struct Input
{
float2 uv_MainTex;
float2 uv_Bump;
};
/*
面片着色器只作用于色块,
例如面片的法线贴图则需要整块贴上去
struct SurfaceOutput
{
half3 Albedo; //像素的颜色
half3 Normal; //像素的法向值
half3 Emission; //像素的发散颜色
half Specular; //像素的镜面高光
half Gloss; //像素的发光强度
half Alpha; //像素的透明度
};
SurfaceOutput就是输出的面片
*/
void surf(Input IN,inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex,IN.uv_MainTex);
half4 c1 = tex2D(_Bump,IN.uv_Bump);
o.Albedo.x = c.r;
o.Albedo.y = c.g;
o.Albedo.z = c.b;
o.Alpha = c1.a;
}
ENDCG
}
FallBack "Diffuse"
}