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@TheStoneBook
Created July 15, 2018 18:31
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【Unity】2枚のテクスチャを重ねるシェーダー
Shader "Unlit/DecalCustom"
{
Properties
{
_MainTex ("MainTex", 2D) = "white" {}
_SubTex("SubTex",2D)="white"{}
}
SubShader
{
Tags { "RenderType"="Opaque"
"Queue" = "Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _SubTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 mcol = tex2D(_MainTex, i.uv);
fixed4 scol = tex2D(_SubTex,i.uv);
fixed3 col = lerp(mcol.rgb,scol.rgb,scol.a);
clip(mcol.a - 0.5);
return fixed4(col.r,col.g,col.b,mcol.a);
}
ENDCG
}
}
}
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