顶点纹理shader

    Shader "Custom/VertDisplace" {

            Properties {

                _MainTex ("Base (RGB)", 2D) = "white" {}

            }

            SubShader {

                Tags { "RenderType"="Opaque" }

                LOD 200

               

                CGPROGRAM

    // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain a surface program or both vertex and fragment programs.

                #pragma exclude_renderers gles

     

                #pragma target 3.0

                #pragma vertex vert

                #pragma surface surf BlinnPhong

               

                sampler2D _MainTex;

         

                struct Input {

                    float2 uv_MainTex;

                };

         

                void vert (inout appdata_full v) {

                    #if !defined(SHADER_API_OPENGL)

                    float4 tex = tex2Dlod (_MainTex, float4(v.texcoord.xy,0,0));

                    v.vertex.z += tex.r * 0.2;

                    #endif

                }  

               

                void surf (Input IN, inout SurfaceOutput o) {

                    half4 tex = tex2D(_MainTex, IN.uv_MainTex);

                    o.Albedo = tex.rgb;

                    o.Alpha = tex.a;

                }        

               

                ENDCG

            }

            FallBack "Diffuse"

        }

 

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