
个人博客站点,欢迎访问,h
Shader "Custom/Flag"
{Properties{[PerRendererData]_MainTex ("Texture", 2D) = "white" {}_1stColor("1stColo",Color) = (0,0,0,1)_2ndColor("2ndColor",Color) = (1,1,1,1)_tileNum("tile num", Range (2, 20)) = 10}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag// make fog work#pragma multi_compile_fog#include inc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};sampler2D _MainTex;fixed4 _1stColor;fixed4 _2ndColor;int _tileNum;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = v.uv;return o;}fixed4 frag (v2f i) : SV_Target{//i.uv * _tileNum 将uv放大//frac函数,取其小数部分float2 newuv = frac(i.uv*_tileNum);//step函数小于0.5返回0,否则返回1,再lerp一下,也就是uv.x小于0.5,返回_1stColor,否则返回_2ndColorfixed4 color = lerp(_1stColor,_2ndColor,step(0.5,newuv.x));return color;}ENDCG}}
}
效果图:
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