Unity Shader学习:几何函数练习
shader部分:
Shader "Unlit/FunctionTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
SubShader
{
Tags {
"RenderType"="Opaque" }
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;
float2 uv1:TEXCOORD2;
float2 uv2:TEXCOORD3;
float2 uv3:TEXCOORD4;
float2 uv4:TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float i;
//防止uv越界,超出自身画布部分为0
void ClampUV(float2 uv) {
i = 1;
if (uv.x<0 || uv.x>1 || uv.y<0 || uv.y>1)
{
i