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