Shader "Cheng/Mesh_Texture_BlendMod" { Properties { _MainTex ("底图", 2D) = "white" {} _BlendTex ("混合图", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BlendTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 A = tex2D(_MainTex, i.uv); //A为底图rgba 四维向量 fixed4 B = tex2D(_BlendTex,i.uv); //B为混合图agba 四维向量 //——————只更改此处代码———————— //fixed4 C =A*(1-B.a)+B*(B.a); //正常透明混合 //fixed4 C =min(A,B); //变暗 //fixed4 C =max(A,B);//变亮 //fixed4 C=1-((1-A)*(1-B));//滤色 A+B-A*B //fixed4 C=A-((1-A)*(1-B))/B; //颜色加深 //fixed4 C= A+(A*B)/(1-B); //颜色减淡 //fixed4 C=A+B-1;//线性加深 //fixed4 C=A+B; //线性减淡 //fixed4 C=A*B; //正片叠底 //fixed4 ifFlag= step(A,fixed4(0.5,0.5,0.5,0.5)); //fixed4 C=ifFlag*A*B*2+(1-ifFlag)*(1-(1-A)*(1-B)*2);//叠加 fixed4 ifFlag= step(B,fixed4(0.5,0.5,0.5,0.5)); fixed4 C=ifFlag*A*B*2+(1-ifFlag)*(1-(1-A)*(1-B)*2); //强光 //fixed4 ifFlag= step(B,fixed4(0.5,0.5,0.5,0.5)); //fixed4 C=ifFlag*(A*B*2+A*A*(1-B*2))+(1-ifFlag)*(A*(1-B)*2+sqrt(A)*(2*B-1)); //柔光 //fixed4 ifFlag= step(B,fixed4(0.5,0.5,0.5,0.5)); //fixed4 C=ifFlag*(A-(1-A)*(1-2*B)/(2*B))+(1-ifFlag)*(A+A*(2*B-1)/(2*(1-B))); //亮光 //fixed4 ifFlag= step(B,fixed4(0.5,0.5,0.5,0.5)); //fixed4 C=ifFlag*(min(A,2*B))+(1-ifFlag)*(max(A,( B*2-1))); //点光   //fixed4 C=A+2*B-1; //线性光 //fixed4 ifFlag= step(A+B,fixed4(1,1,1,1)); //fixed4 C=ifFlag*(fixed4(0,0,0,0))+(1-ifFlag)*(fixed4(1,1,1,1)); //实色混合 //fixed4 C=A+B-A*B*2; //排除 //fixed4 C=abs(A-B); //差值 //fixed4 ifFlag= step(B.r+B.g+B.b,A.r+A.g+A.b); //fixed4 C=ifFlag*(B)+(1-ifFlag)*(A); //深色 //fixed4 ifFlag= step(B.r+B.g+B.b,A.r+A.g+A.b); //fixed4 C=ifFlag*(A)+(1-ifFlag)*(B); //浅色 //fixed4 C=A-B; //减去 //fixed4 C=A/B; //划分 //--------------------------- return C; }//混合模式,调整 ENDCG SubShader { Tags { "Queue"="Transparent" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog ENDCG } } }