Shader "Custom/cvjarEarth" { Properties{ _MainTex("myTexture", 2D) = "white"{} _Cloud("mycolor", 2D) ="white"{} } SubShader{ Tags{"Queue"="Transparent" "RenderType"="Transparent"} pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 _Color; sampler2D _MainTex; sampler2D _Cloud; struct v2f{ float4 pos:SV_POSITION; float2 uv: TEXCOORD0; }; float4 _MainTex_ST; v2f vert(appdata_base v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } half4 frag(v2f i):COLOR{ float u_x = i.uv.x + -0.2*_Time; float2 uv_earth=float2(u_x, i.uv.y); half4 texcolor_earth = tex2D(_MainTex, uv_earth); float2 uv_cloud; u_x = i.uv.x + -0.4*_Time; uv_cloud = float2(u_x, i.uv.y); half4 tex_cloudDepth = tex2D(_Cloud, uv_cloud); half4 texcolor_cloud = float4(1,1,1,0) * (tex_cloudDepth.x); return lerp(texcolor_earth, texcolor_cloud, 0.5f); } ENDCG } } }
原文:http://www.cnblogs.com/nnnnn/p/4538862.html