在一个Material上放多个贴图的测试,比如一个plane上放四个贴图
![](https://img-blog.csdnimg.cn/20200601115918491.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L0E2OTQ1NDM5NjU=,size_16,color_FFFFFF,t_70)
Shader "__aaa"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainTex2 ("Texture", 2D) = "white" {}
_MainTex3 ("Texture", 2D) = "white" {}
_MainTex4 ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD;
};
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv-1);
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex2;
float4 _MainTex2_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex2);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(1-i.uv);
fixed4 col = tex2D(_MainTex2, i.uv);
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex3;
float4 _MainTex3_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex3);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.x-1);
clip(1-i.uv.y);
fixed4 col = tex2D(_MainTex3, i.uv);
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex4;
float4 _MainTex4_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex4);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip(i.uv.y-1);
clip(1-i.uv.x);
fixed4 col = tex2D(_MainTex4, i.uv);
return col;
}
ENDCG
}
}
}
贴图tiling都设为2,2