本帖最后由 SmilingFace 于 2023-4-18 20:33 编辑
Shader "masaike"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_UvTilling("UvTilling",float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
};
sampler2D _MainTex;
float _UvTilling;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv =v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv =i.uv;
uv=floor(uv*_UvTilling)/_UvTilling;
fixed4 col = tex2D(_MainTex,uv);
return col;
}
ENDCG
}
}
}
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