建立测试Shader
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Name "MyShader"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ A1 A2 A3
#pragma multi_compile _ B1 B2 B3
#pragma shader_feature _ C1 C2
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#if defined(COLOR_1)
col.a *= 1.5;
#endif
#if defined(COLOR_2)
col.a *= 0.7;
#endif
#if defined(COLOR_3)
col.a *= 0.7;
#endif
#if defined(COLOR_4)
col.a *= 0.7;
#endif
#if defined(COLOR_5)
col.a *= 0.7;
#endif
#if defined(COLOR_6)
col.a *= 0.7;
#endif
#if defined(COLOR_7)
col.a *= 0.7;
#endif
#if defined(COLOR_8)
col.a *= 0.7;
#endif
#if defined(COLOR_9)</