// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/12 Tiling Offset"{
Properties{
_Color("Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_Specular("Specular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(10,200)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; //名字固定_MainTex+_ST
fixed4 _Specular;
half _Gloss;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 textcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2
Shader-纹理添加偏移和缩放
最新推荐文章于 2025-07-10 09:59:02 发布