builtin_shaders-5.3.4f1学习-Sprites-Default

Shader "Sprites/Default"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
	}

	SubShader
	{
		Tags
		{ 
			"Queue"="Transparent" 
			"IgnoreProjector"="True" 
			"RenderType"="Transparent" 
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}

		Cull Off         //关闭背面剔除
		Lighting Off     //关闭灯光
		ZWrite Off       //关闭Z缓冲
		Blend One OneMinusSrcAlpha     //混合源系数one(1)  目标系数OneMinusSrcAlpha(1-one=0)

		Pass
		{
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile _ PIXELSNAP_ON       //告诉Unity编译不同版本的Shader,这里和后面vert中的PIXELSNAP_ON对应
			#pragma shader_feature ETC1_EXTERNAL_ALPHA
			#include "UnityCG.cginc"
			
			struct appdata_t                           //vert输入
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f                                 //vert输出数据结构
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				float2 texcoord  : TEXCOORD0;
			};
			
			fixed4 _Color;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
				OUT.texcoord = IN.texcoord;
				OUT.color = IN.color * _Color;
				#ifdef PIXELSNAP_ON
				OUT.vertex = UnityPixelSnap (OUT.vertex);
				#endif

				return OUT;
			}

			sampler2D _MainTex;
			sampler2D _AlphaTex;

			fixed4 SampleSpriteTexture (float2 uv)
			{
				fixed4 color = tex2D (_MainTex, uv);

#if ETC1_EXTERNAL_ALPHA         //etc1没有透明通道,从另一图中取a值
				// get the color from an external texture (usecase: Alpha support for ETC1 on android)
				color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA

				return color;
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
				c.rgb *= c.a;
				return c;
			}
		ENDCG
		}
	}
}

原文地址:https://www.cnblogs.com/nafio/p/9137269.html