您将如何组合这两个着色器?
Shader "Legacy Shaders/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Legacy Shaders/VertexLit"
}
和
Shader "Custom/Jelly" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
v.vertex.x += sign(v.vertex.x) * sin(_Time.w)/50;
v.vertex.y += sign(v.vertex.y) * cos(_Time.w)/50;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f i) : COLOR {
half4 c = tex2D(_MainTex, i.uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
我试图将其合并为一个,我尝试了各种方法,但不确定如何在果冻着色器中启用照明来获得颜色。
当我将float2 uv_MainTex带入结构v2f时,似乎出现了问题,似乎不喜欢这样。它已经在那里了,我只是看错了吗?
有什么帮助吗?
谢谢