Shader "Unlit/NewUnlitTerrainShader" { Properties { _MainTex ("Texture Array", 2DArray) = "white" {} _TexNo ("TexNo", 2D) = "white" {} _MaskNo ("MaskNo", 2D) = "black" {} _MaskTex ("Mask", 2DArray) = "black" {} _BorderColor ("BorderColor", Color) = (1,1,1,1) _BorderWidth ("BorderWidth", Range(0,0.1)) = 0.05 _MapSize ("Map Size", Vector) = (256,256,0,0) _TileSize ("Tile Size", Vector) = (1,1,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float2 uv : TEXCOORD0; // 用于采样 _TexNo 与 _MaskNo float2 uv2 : TEXCOORD1; // 用于采样纹理数组 _MainTex 与 _MaskTex float4 vertex : SV_POSITION; }; UNITY_DECLARE_TEX2DARRAY(_MainTex); sampler2D _TexNo; sampler2D _MaskNo; UNITY_DECLARE_TEX2DARRAY(_MaskTex); float4 _TexNo_TexelSize; float4 _BorderColor; float _BorderWidth; float4 _MapSize; // 整个地图的宽高(X: Width, Y: Height) float4 _TileSize; // 每个瓦块的尺寸(默认 1x1) v2f vert(appdata v) { v2f o; float4 worldPos = mul(unity_ObjectToWorld, v.vertex); // 整体 UV:以整个地图为基准归一化 o.uv = worldPos.xz / _MapSize.xy; // 局部 tile 内 UV:取 worldPos.xz 除以瓦块尺寸后的小数部分 o.uv2 = frac(worldPos.xz / _TileSize.xy); o.vertex = UnityObjectToClipPos(v.vertex); return o; } // 根据遮罩与纹理编号混合采样 float4 Blend(float4 color, float2 uv, float mask, int layer) { float4 col2 = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(uv, layer)); int idx = round(mask * 16); float4 maskTexCol = UNITY_SAMPLE_TEX2DARRAY(_MaskTex, float3(uv, idx)); return lerp(color, col2, maskTexCol); } int GetTexNo(float f) { float idx = f * 64; return round(idx); } fixed4 frag(v2f i) : SV_Target { // 微调 uv(模拟原来的偏移) float2 uv = i.uv + float2(0, _TexNo_TexelSize.y); float4 texNo = tex2D(_TexNo, uv); int layer1 = GetTexNo(texNo.r); int layer2 = GetTexNo(texNo.g); int layer3 = GetTexNo(texNo.b); int layer4 = GetTexNo(texNo.a); float4 maskNo = tex2D(_MaskNo, uv); float4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(i.uv2, layer1)); // if (layer2 > 0) // col = Blend(col, i.uv2, maskNo.g, layer2); // if (layer3 > 0) // col = Blend(col, i.uv2, maskNo.b, layer3); // if (layer4 > 0) // col = Blend(col, i.uv2, maskNo.a, layer4); // // 显示边框,当局部 UV 靠近边缘时显示边框颜色 // if (i.uv2.x < _BorderWidth || i.uv2.y < _BorderWidth || i.uv2.x > 1 - _BorderWidth || i.uv2.y > 1 - // _BorderWidth) // { // col = _BorderColor; // } return col; } ENDCG } } }