一、新建Standard Surface Shader
二、Shader
Shader "Custom/ShipComposeShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _SecondTex ("Second (RGB)", 2D) = "black" {} _SecondMinX ("Second min x", Range(0, 1)) = 0.1 _SecondMinY ("Second min y", Range(0, 1)) = 0.1 _SecondMaxX("Second max x", Range(0, 1)) = 0.9 _SecondMaxY("Second max y", Range(0, 1)) = 0.9 _Cut("Cut", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types // 开户Alpha裁剪 #pragma surface surf Standard fullforwardshadows alphatest:_Cut // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _SecondTex; fixed _SecondMinX; fixed _SecondMinY; fixed _SecondMaxX; fixed _SecondMaxY; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; //合成Logo fixed2 main_uv = IN.uv_MainTex; //是否在矩形区域内 if (main_uv.x >= _SecondMinX && main_uv.x <= _SecondMaxX && main_uv.y >= _SecondMinY && main_uv.y <= _SecondMaxY) { fixed2 uv_SecondTex; uv_SecondTex.x = 1 - (main_uv.x - _SecondMinX) / (_SecondMaxX - _SecondMinX); uv_SecondTex.y = (main_uv.y - _SecondMinY) / (_SecondMaxY - _SecondMinY); fixed4 second_c = tex2D(_SecondTex, uv_SecondTex); fixed a = step(second_c.a, 0.5); o.Albedo = c.rgb * a + second_c.rgb * _Color * (1 - a); } } ENDCG } FallBack "Diffuse" }
三、查看效果