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Shader "Custom/multipass" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } pass{ Name "pass1" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct v2f{ float4 pos:SV_POSITION; float2 uv:TEXCOORD0; }; v2f vert(appdata_base v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } float4 frag(v2f i):COLOR{ float4 texCol = tex2D(_MainTex, i.uv+0.1); float4 outp; outp = texCol * float4(0.2f,0.5f,0,1); return outp; } ENDCG } pass{ Blend one one Name "pass2" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct v2f{ float4 pos:SV_POSITION; float2 uv:TEXCOORD0; }; v2f vert(appdata_base v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } float4 frag(v2f i):COLOR{ float4 texCol = tex2D(_MainTex, i.uv); float4 outp; outp = texCol * float4(0,0.1f,0.51f,0); return outp; } ENDCG } } FallBack "Diffuse" }
两种着色器共用,把AlphaBlend的指令 Blend one one去掉,那么显示的是最后一个pass的效果
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原文地址:http://www.cnblogs.com/nnnnn/p/4538833.html