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最近项目需要做一个图片叠加在一个模型上,而且还需要通过调整颜色改变两个图片的颜色和透明程度。
另外,还需要一个调控值,管理两张图片是否完全显示,Shader如下:
Shader "Unlit/BlockTextrue"
{
Properties
{
_MainColor ("Main Color", Color) = (1,1,1,1) //前景图颜色
_BackColor ("Back Color", Color) = (1,1,1,1) //背景图颜色
_MainTex ("Main Texture", 2D) = "white" {} //前景图
_BackTex ("Back Texture", 2D) = "white" {} //背景图
_BackCut ("Back cutoff", Range (0, 1)) = 0//用来调控背景图片显示情况
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
// ZWrite Off
// Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
sampler2D _BackTex;
float4 _MainTex_ST;
fixed4 _MainColor;
fixed4 _BackColor;
float _BackCut;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 backCol = tex2D(_BackTex, i.texcoord)*_BackColor;
fixed4 texCol = tex2D(_MainTex, i.texcoord)*_MainColor;
fixed4 col = _BackColor;
col.rgb = backCol.rgb*(1-_BackCut) + col.rgb*_BackCut;
col.rgb = col.rgb*(1-texCol.a) + texCol.rgb*texCol.a;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
效果就不弄了,直接Copy直接调就知道了