Unity 2020.2.7 Vector Graphics 2.0.0 预览版 14
我的着色器是这样工作的:如果颜色 alpha 是 255 - 我可以给任何颜色着色。 如果颜色 alpha 为 0 - 原始颜色。 如果 .svg 生成的资产类型是纹理精灵,则效果很好。 但是如果我切换到生成的资产类型 - 矢量精灵,我的着色器不起作用。如何解决? 谢谢
Shader "Custom/TintSprite"{ Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord);
fixed a = c.a;
if (c.a >= 0.1) {
c = c + (IN.color - c) * IN.color.a;
c.a = a;
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}}
https://i.stack.imgur.com/H5W6J.png