Shader "VrorangeShaders/Qiehuan" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_Texture0("Texture0 (RGB)", 2D) = "white" {}
_Texture1("Texture1 (RGB)", 2D) = "white" {}
_MixValue("MixValue (Range)",Range(0,1)) = 0.5
}
SubShader{
Cull Back
ZWrite On
ZTest LEqual
Tags{ "Queue" = "Geometry+0" "IgnoreProjector" = "False" "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
float4 _Color;
sampler2D _Texture0;
sampler2D _Texture1;
float _MixValue;
struct Input {
float2 uv_Texture0;
float2 uv_Texture1;
};
void surf(Input IN, inout SurfaceOutput o) {
half4 c0 = tex2D(_Texture0, IN.uv_Texture0);
half4 c1 = tex2D(_Texture1, IN.uv_Texture1);
c0 = c0*_MixValue;
c1 = c1*(1 - _MixValue);
o.Albedo = (c0 + c1)*_Color;
}
ENDCG
}
FallBack "Diffuse"
}
c#代码
this.GetComponent<Renderer>().material.SetFloat("_MixValue", v);
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