角色的代码

Shader "Custom/UnlitStencilVF" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}

SubShader {
Tags { "Queue" = "Geometry""RenderType"="Opaque" }
LOD 100

Pass {

Stencil {
Ref 1
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;

};

struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;

UNITY_FOG_COORDS(1)
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(http://www.amjmh.com/v/BIBRGZ_558768/);

return col;
}
ENDCG
}
}

}


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posted @ 2019-08-05 18:13  水至清明  阅读(282)  评论(0编辑  收藏  举报