Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("MainColor",COLOR)=(1,1,1,1)
_AddTex("AddTex",2D)="white"{}
_DiffColor("DiffColor",COLOR)=(1,1,1,1)
_DiffLessColor("DiffLessColor",COLOR)=(1,1,1,1)
_DiffHold("DiffHold",Range(0.0,1.0))=0.1
_ColorRange("ColorRange",Range(0,1))=0.7
_ColorLessRange("ColorLessRange",Range(0,1))=0.8
_FlyHold("FlyHold",Range(0,1))=0.9
_FlyPower("FlyPower",float)=1
}
SubShader
{
Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNor:TEXCOORD1;
float3 color:COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AddTex;
float4 _MainColor;
float _DiffHold;
float4 _DiffColor;
float4 _DiffLessColor;
float _ColorRange;
f
Unity3D Shader:溶解
最新推荐文章于 2025-06-12 18:21:53 发布