一、镜子效果:
Shader "Miroor"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
struct a2v
{
//必不可少的,object->clipspace
float4 vertex : POSITION;
//要使用uv?那要先存着
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord; //什么都不需要做,就是获取个纹理而已
//还需要左右翻转一下,关于x=0.5对称:
o.uv.x = 1 - o.uv.x;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
FallBack OFF
}