// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hero/Unlit_TilingOffset"{ Properties{ _Color("Color",Color) = (1,1,1,1) _MainTex("Main Tex",2D) = "white"{} //_Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } SubShader{ Pass{ Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} Blend SrcAlpha OneMinusSrcAlpha //Cull[_Cull] Lighting Off ZWrite Off CGPROGRAM #include "Lighting.cginc" #pragma vertex vert #pragma fragment frag fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; //名字固定_MainTex+_ST //fixed _Cutoff; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; float4 textcoord:TEXCOORD0; }; struct v2f { float4 svPos:SV_POSITION; float3 worldNormal:TEXCOORD0; float4 worldVertex:TEXCOORD1; float2 uv:TEXCOORD2; }; v2f vert(a2v v) { v2f f; f.svPos = UnityObjectToClipPos(v.vertex); f.worldNormal = UnityObjectToWorldNormal(v.normal); f.worldVertex = mul(v.vertex, unity_WorldToObject); f.uv = v.textcoord.xy *_MainTex_ST.xy + _MainTex_ST.zw; //zw为偏移,+-设置旋转方向,xy为缩放 return f; } fixed4 frag(v2f f) :SV_Target { fixed4 texColor = tex2D(_MainTex,f.uv.xy); fixed3 diffuse = texColor.rgb * _Color.rgb; return fixed4(diffuse, texColor.a); } ENDCG } } //FallBack "Specular" }