Shader "Castle/ColorMix" {
Properties {
// 基本贴图
_MainTex
("Texture Image", 2D) = "white" {}
// 整体提亮
_HighLight("HighLight",
Range(0, 1)) = 0.5
// 混入黑白
_Brightness("Brightness", Range(-1, 1)) =
0.5
// 这里是混入各颜色分量
_Color ("Main Color", COLOR) = (1,1,1,1)
}
SubShader {
Pass {
CGPROGRAM
#pragma
vertex vert
#pragma fragment frag
uniform
sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _HighLight;
uniform float _Brightness;
uniform float4 _Color;
struct vertexInput {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput {
float4 pos :
SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.tex = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return
output;
}
float4 frag(vertexOutput input) :
COLOR
{
return tex2D(_MainTex,
_MainTex_ST.xy * input.tex.xy + _MainTex_ST.zw)
+ float4(0.21
* _HighLight, 0.72 * _HighLight, 0.07 *_HighLight, 1.0)
+
float4(_Brightness,_Brightness,_Brightness, 0.0)
+
_Color;
}
ENDCG
}
}
}
我的第一个unity3d Shader, 很简单,基本就是拷贝,布布扣,bubuko.com
我的第一个unity3d Shader, 很简单,基本就是拷贝
原文:http://www.cnblogs.com/freebird92/p/3643753.html