Shader "T4M-4-Textures" {
Properties {
_Splat0 ("Layer 1", 2D) = "white" {}
_Splat1 ("Layer 2", 2D) = "white" {}
_Splat2 ("Layer 3", 2D) = "white" {}
_Splat3 ("Layer 4", 2D) = "white" {}
_Control ("Control (RGBA)", 2D) = "white" {}
//_MainTex ("Never Used", 2D) = "white" {}
}
SubShader {
Tags {
"SplatCount" = "4"
"RenderType" = "Opaque"
}
CGPROGRAM
#pragma surface surf Lambert
#pragma target 4.0
#pragma exclude_renderers xbox360 ps3
struct Input {
float2 uv_Control : TEXCOORD0;
float2 uv_Splat0 : TEXCOORD1;
float2 uv_Splat1 : TEXCOORD2;
float2 uv_Splat2 : TEXCOORD3;
float2 uv_Splat3 : TEXCOORD4;
};
sampler2D _Control;
sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0);
fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1);
fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2);
fixed
Unity Shader Example 5 (地形混合)
最新推荐文章于 2026-06-19 10:08:28 发布
这篇博客深入探讨了Unity3D中Shader的应用,重点介绍了如何实现地形的混合效果,强调理解整个实现思路的重要性。


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