130 lines
3.6 KiB
Plaintext
130 lines
3.6 KiB
Plaintext
Shader "Unlit/NewUnlitShader"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 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
|
|
}
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"RenderType"="Opaque"
|
|
}
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
// make fog work
|
|
#pragma multi_compile_fog
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
float2 uv2: TEXCOORD2;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float2 uv2 : TEXCOORD2;
|
|
|
|
// UNITY_FOG_COORDS(1)
|
|
float4 vertex : SV_POSITION;
|
|
};
|
|
|
|
UNITY_DECLARE_TEX2DARRAY(_MainTex);
|
|
sampler2D _TexNo;
|
|
sampler2D _MaskNo;
|
|
UNITY_DECLARE_TEX2DARRAY(_MaskTex);
|
|
|
|
float4 _MainTex_ST;
|
|
float4 _TexNo_TexelSize;
|
|
|
|
float4 _BorderColor;
|
|
float _BorderWidth;
|
|
|
|
v2f vert(appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
// o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
// o.uv2 = TRANSFORM_TEX(v.uv2, _MainTex);
|
|
o.uv = v.uv;
|
|
o.uv2 = v.uv2;
|
|
return o;
|
|
}
|
|
|
|
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 showGridLine(fixed4 col, float2 uv, float2 uv1)
|
|
{
|
|
if (uv.x < _BorderWidth || uv.y < _BorderWidth || uv.x > 1 - _BorderWidth || uv.y > 1 - _BorderWidth)
|
|
{
|
|
col = _BorderColor;
|
|
}
|
|
|
|
return col;
|
|
}
|
|
|
|
fixed4 frag(v2f i) : SV_Target
|
|
{
|
|
// 整个大uv往下偏移
|
|
float2 uv = i.uv + float2(0, _TexNo_TexelSize.y);
|
|
|
|
// 贴图编号
|
|
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);
|
|
|
|
// 取出遮罩值
|
|
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);
|
|
}
|
|
|
|
// col = showGridLine(col, i.uv2, i.uv);
|
|
|
|
return col;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |