UnityShader 學習筆記 10 高階紋理之鏡子
阿新 • • 發佈:2018-12-25
Shader "_MyShader/7_Advanced/3_Mirror" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue" = "Geometry" } Pass { Tags{"LightMode"="ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct a2v { float4 vertex:POSITION; float3 texcoord:TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; float2 uv:TEXCOORD0; }; v2f vert(a2v v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); o.uv = v.texcoord; //倒轉紋理座標的x軸分量 o.uv.x = 1 - o.uv.x; return o; } fixed4 frag(v2f i):SV_Target { return tex2D(_MainTex,i.uv); } ENDCG } } FallBack "Diffuse" }