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- Shader "CRLuo/RGBAMask3"
- {
- Properties
- {
- //_MainTex ("黑色默认纹理", 2D) = "white" {}
- _RTex ("红色通道图像", 2D) = "white" {}
- _GTex ("绿色通道图像", 2D) = "white" {}
- _BTex ("蓝色通道图像", 2D) = "white" {}
- //_ATex ("透明通道图像", 2D) = "white" {}
- _MaskTex ("RGBA遮罩图像", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 Muv : TEXCOORD0;
- #if LIGHTMAP_ON
- float3 uv1 : TEXCOORD1;
- #endif
- };
- struct v2f
- {
- float2 Muv : TEXCOORD0;
- #if LIGHTMAP_ON
- //lightmap
- float2 uv0 : TEXCOORD1;
- #endif
- UNITY_FOG_COORDS(2)
- float4 vertex : SV_POSITION;
- };
- //sampler2D _MainTex;
- //float4 _MainTex_ST;
- sampler2D _RTex;
- float4 _RTex_ST;
- sampler2D _GTex;
- float4 _GTex_ST;
- sampler2D _BTex;
- float4 _BTex_ST;
- //sampler2D _ATex;
- //float4 _ATex_ST;
- sampler2D _MaskTex;
- float4 _MaskTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.Muv = TRANSFORM_TEX(v.Muv, _MaskTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- #if LIGHTMAP_ON
- o.uv0 = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- //float2 MainUV = float2(i.Muv.x * _MainTex_ST.x,i.Muv.y * _MainTex_ST.y);
- float2 RUV = float2(i.Muv.x * _RTex_ST.x,i.Muv.y * _RTex_ST.y);
- fixed4 col = tex2D(_RTex, RUV);
- //col = col lerp(tex2D(_MainTex, MainUV),tex2D(_RTex, RUV),tex2D(_MaskTex, i.Muv).r);
- float2 GUV = float2(i.Muv.x * _GTex_ST.x,i.Muv.y * _GTex_ST.y);
- col = lerp(col,tex2D(_GTex, GUV),tex2D(_MaskTex, i.Muv).g);
- float2 BUV = float2(i.Muv.x * _BTex_ST.x,i.Muv.y * _BTex_ST.y);
- col = lerp(col,tex2D(_BTex, BUV),tex2D(_MaskTex, i.Muv).b);
- //float2 AUV = float2(i.Muv.x * _ATex_ST.x,i.Muv.y * _ATex_ST.y);
- //col = lerp(col,tex2D(_ATex, AUV),tex2D(_MaskTex, i.Muv).a);
- #if LIGHTMAP_ON
- fixed4 coll;
- // Fetch lightmap
- half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv0.xy);
- coll.rgb = DecodeLightmap(bakedColorTex);
- col.rgb = col.rgb * coll.rgb;
- #endif
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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