一、新建Standard Surface Shader
二、Shader
Shader "Custom/ShipComposeShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_SecondTex ("Second (RGB)", 2D) = "black" {}
_SecondMinX ("Second min x", Range(0, 1)) = 0.1
_SecondMinY ("Second min y", Range(0, 1)) = 0.1
_SecondMaxX("Second max x", Range(0, 1)) = 0.9
_SecondMaxY("Second max y", Range(0, 1)) = 0.9
_Cut("Cut", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// 开户Alpha裁剪
#pragma surface surf Standard fullforwardshadows alphatest:_Cut
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _SecondTex;
fixed _SecondMinX;
fixed _SecondMinY;
fixed _SecondMaxX;
fixed _SecondMaxY;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
//合成Logo
fixed2 main_uv = IN.uv_MainTex;
//是否在矩形区域内
if (main_uv.x >= _SecondMinX && main_uv.x <= _SecondMaxX && main_uv.y >= _SecondMinY && main_uv.y <= _SecondMaxY)
{
fixed2 uv_SecondTex;
uv_SecondTex.x = 1 - (main_uv.x - _SecondMinX) / (_SecondMaxX - _SecondMinX);
uv_SecondTex.y = (main_uv.y - _SecondMinY) / (_SecondMaxY - _SecondMinY);
fixed4 second_c = tex2D(_SecondTex, uv_SecondTex);
fixed a = step(second_c.a, 0.5);
o.Albedo = c.rgb * a + second_c.rgb * _Color * (1 - a);
}
}
ENDCG
}
FallBack "Diffuse"
}
三、查看效果