Shader "Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PureColor ("Pure Color", Color) = (1,1,1,1)
_Plan("Plan", Vector) = (1, 1, 1, 0)
_MaxDist("Alpha Dist", float) = 0
//_DissolveTex ("Dissolve Texture", 2D) = "white" {}
//_Percent ("Percent", Range(0.0, 1.0)) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
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;
float dot : TEXCOORD1;
//float dist : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
//sampler2D _DissolveTex;
//float4 _DissolveTex_ST;
//fixed _Percent;
fixed4 _PureColor;
float4 _Plan;
float _MaxDist;
// uniform float4x4 _Objec
Unity Shader Example 14 (平面切割图片 )
最新推荐文章于 2025-05-23 11:48:54 发布