WX20170824-100520@2x.png
Shader "Mobile/doubleUVDiffuse" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_MainTex2("Base (RGB)", 2D) = "white" {}
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input {
float2 uv_MainTex;
float2 uv2_MainTex2;
float4 vertColor;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.vertColor = v.color;
}
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c2 = tex2D(_MainTex2, IN.uv2_MainTex2);
o.Albedo = c.rgb* c2.rgb * IN.vertColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}
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