Shader "Custom/Shader0" {
Properties
{
_Tex("Texture",2D) = "white"{}
}
SubShader
{
Pass
{
cull Off //Cull Off 即为关掉三角形剪裁 Cull Front 为前面(外部)剪裁 Cull Back 为后面(内部)剪裁
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _Tex;
struct vertexOutput
{
float4 pos:POSITION;
float4 coords:TEXCOORDO;
float2 uv:TEXCOORD1;
};
float4 _Tex_ST;
vertexOutput vert(appdata_base v)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_MVP,v.vertex);
output.coords = v.texcoord;
output.uv = TRANSFORM_TEX(v.texcoord,_Tex);
return output;
}
float4 frag(vertexOutput input):COLOR
{
if(input.coords.y>0.5)
{
discard;
}
float ux = input.uv.x +(-1*_Time);
float2 uv_earth = float2(ux,input.uv.y);
float4 texCol = tex2D(_Tex,uv_earth);
return texCol;//float4(0.0,input.coords.y,0.0,1.0);//texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}
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