示例
Shader "Custom/CompositingTest"
{
Properties
{
_MainTex ("_MainTex (A)", 2D) = "black" {}
_SecondTex ("_SecondTex (A)", 2D) = "black" {}
_AlphaParam ("_AlphaParam", Range (0, 1)) = 0.5
_SecondAlphaParam ("_SecondAlphaParam", Range (0, 1)) = 0.5
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _SecondTex;
float _AlphaParam;
float _SecondAlphaParam;
float4 _MainTex_ST;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vertexDirect(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
return o;
}
fixed4 fragmentMix(v2f i) : SV_Target
{
fixed4 mainCol = tex2D(_MainTex, i.texcoord);
fixed4 secondCol = tex2D(_SecondTex, i.texcoord);
return fixed4(_AlphaParam * mainCol.a * mainCol.rgb + _SecondAlphaParam * secondCol.a * secondCol.rgb, 1.0f);
}
ENDCG
SubShader
{
Pass
{
Name "Mix_RGBA_To_RGBA"
Cull Off ZWrite On Blend Off
CGPROGRAM
#pragma vertex vertexDirect
#pragma fragment fragmentMix
ENDCG
}
}
FallBack Off
}
效果