手机上此shader不支持
Shader "Unlit/MouthAnimUnlit"
{
Properties
{
_DefaultTex("Texture", 2D) = "white" {}
_AnimType("AnimType",Int) = 0
_Index("Index",Int) = 0
_SpeakTex_0("Texture", 2D) = "white" {}
_SpeakTex_1("Texture", 2D) = "white" {}
_SpeakTex_2("Texture", 2D) = "white" {}
_SpeakTex_3("Texture", 2D) = "white" {}
_SmileTex_0("Texture", 2D) = "white" {}
_SmileTex_1("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#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;
};
sampler2D _DefaultTex;
sampler2D _SpeakTex_0;
sampler2D _SpeakTex_1;
sampler2D _SpeakTex_2;
sampler2D _SpeakTex_3;
sampler2D _SmileTex_0;
sampler2D _SmileTex_1;
int _Index;
int _AnimType;
v2f vert (appdata v)
{
v2f o;
// 模型坐标转换到摄像机的剪裁空间
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
if (_AnimType == 0) {
if (_Index == 0) {
return tex2D(_SpeakTex_0, i.uv);
}
else if (_Index == 1) {
return tex2D(_SpeakTex_1, i.uv);
}
else if (_Index == 2) {
return tex2D(_SpeakTex_2, i.uv);
}
else if (_Index == 3) {
return tex2D(_SpeakTex_3, i.uv);
}
}
else if (_AnimType == 1) {
if (_Index == 0) {
return tex2D(_SmileTex_0, i.uv);
}
else if (_Index == 1) {
return tex2D(_SmileTex_1, i.uv);
}
}
// sample the texture
fixed4 col = tex2D(_DefaultTex, i.uv);
return col;
}
ENDCG
}
}
}