// Author: Blastom // 基于Unity原生Unlit/Texture,渲染序列改为2500,加入颜色参数 Shader "Zhanyou/Skybox" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Tint ("Tint Color", Color) = (1, 1, 1, 1) _FogRatio("Fog Ratio", Range(0, 1)) = 0 } SubShader { Tags { "Queue"="AlphaTest+40" "RenderType"="Background" } Pass { Cull Back Lighting Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" #include "SkyBoxFog.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Tint; v2f vert (appdata_t v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o, o.pos); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); col.rgb *= _Tint.rgb; UNITY_OPAQUE_ALPHA(col.a); APPLY_SKY_BOX_FOG(i.fogCoord, col) return col; } ENDCG } } }