让纹理与世界坐标相关联。
获取片元的世界坐标: o.worldPos = mul(unity_ObjectToWorld, v.vertex);
然后根据世界坐标来取UV,注意除以Tiling的倍数。
Shader "MyShader/SS_28"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Mask ("Mask", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _Mask;
fixed4 _Mask_ST;
sampler2D _MainTex;
fixed4 _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 worldPos:TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex= UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 _uv=fixed2(i.worldPos.x/_Mask_ST.x,i.worldPos.z/_Mask_ST.y);
fixed4 maskCol = tex2D(_Mask, _uv);
fixed4 col=tex2D(_MainTex,i.uv);
return maskCol.r>0.5?col:maskCol;
}
ENDCG
}
}
}
返回目录:https://blog.csdn.net/yzy1987523/article/details/107561997