DaoNiaoShu_Dog/Assets/Art/Shader/blitShader.shader

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Shader "Unlit URP Shader/blitshader"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 100
Pass
{
Cull Off
//ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha//,One One
//BlendOp Add,Max
Name "Unlit"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogCoord : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _MainTex_ST;
float _AlphaLimit;
CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return float4(baseMap.rgb,_BaseColor.a*saturate(baseMap.a));
}
ENDHLSL
}
}
}