shader代码:
Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="AlphaTest" "IgnoreProjector"="True" }
LOD 100
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile _ Use_Vigent
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _CameraTex;
float4 _MainTex_ST;
float4 _NVColor;
float4 _TargetColor;
float _BaseLight;
float _Light;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 dif=tex2D(_CameraTex,i.uv);
//得到灰度值
float lum=Luminance(col.rgb);
col=dot(col,_NVColor);
col.rgb=lerp(col.rgb,_TargetColor,lum*_Ligh
Unity3D Shader:夜视
最新推荐文章于 2024-04-12 10:43:05 发布