Вот он:
Синтаксис:
Используется csharp
Shader "Shader Forge/TextureBlend" {
Properties {
_dayTex ("dayTex", 2D) = "white" {}
_nightTex ("nightTex", 2D) = "white" {}
_blend ("blend", Range(0, 1)) = 0.5384615
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform sampler2D _dayTex; uniform float4 _dayTex_ST;
uniform sampler2D _nightTex; uniform float4 _nightTex_ST;
uniform float _blend;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float2 node_19 = i.uv0;
float3 emissive = lerp(tex2D(_dayTex,TRANSFORM_TEX(node_19.rg, _dayTex)).rgb,tex2D(_nightTex,TRANSFORM_TEX(node_19.rg, _nightTex)).rgb,_blend);
float3 finalColor = emissive;
/// Final Color:
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
Properties {
_dayTex ("dayTex", 2D) = "white" {}
_nightTex ("nightTex", 2D) = "white" {}
_blend ("blend", Range(0, 1)) = 0.5384615
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform sampler2D _dayTex; uniform float4 _dayTex_ST;
uniform sampler2D _nightTex; uniform float4 _nightTex_ST;
uniform float _blend;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float2 node_19 = i.uv0;
float3 emissive = lerp(tex2D(_dayTex,TRANSFORM_TEX(node_19.rg, _dayTex)).rgb,tex2D(_nightTex,TRANSFORM_TEX(node_19.rg, _nightTex)).rgb,_blend);
float3 finalColor = emissive;
/// Final Color:
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
шейдер #2 раскрашивает текстуру по градиенту между двух цветов в зависимости от параметра.
Вот он:
Синтаксис:
Используется csharp
Shader "Shader Forge/myShader" {
Properties {
_node_3 ("node_3", 2D) = "white" {}
_startColor ("startColor", Color) = (1,1,1,1)
_endColor ("endColor", Color) = (0.1838235,0.008109858,0.1426217,1)
_transition ("transition", Range(0, 1)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform sampler2D _node_3; uniform float4 _node_3_ST;
uniform float4 _startColor;
uniform float4 _endColor;
uniform float _transition;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float2 node_186 = i.uv0;
float4 node_2 = tex2D(_node_3,TRANSFORM_TEX(node_186.rg, _node_3));
float3 emissive = (node_2.rgb*lerp(_startColor.rgb,_endColor.rgb,_transition));
float3 finalColor = emissive;
/// Final Color:
return fixed4(finalColor,node_2.a);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
Properties {
_node_3 ("node_3", 2D) = "white" {}
_startColor ("startColor", Color) = (1,1,1,1)
_endColor ("endColor", Color) = (0.1838235,0.008109858,0.1426217,1)
_transition ("transition", Range(0, 1)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform sampler2D _node_3; uniform float4 _node_3_ST;
uniform float4 _startColor;
uniform float4 _endColor;
uniform float _transition;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
////// Lighting:
////// Emissive:
float2 node_186 = i.uv0;
float4 node_2 = tex2D(_node_3,TRANSFORM_TEX(node_186.rg, _node_3));
float3 emissive = (node_2.rgb*lerp(_startColor.rgb,_endColor.rgb,_transition));
float3 finalColor = emissive;
/// Final Color:
return fixed4(finalColor,node_2.a);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
на Sony Xperia работает без лагов, а вот на Samsung Galaxy Note 10.1 GT-N8000 жуткий фпс. пробовал текстуры жать прямо в юнити до 512, 16 бит в большой ущерб для визуала. но тормоза одинаковые что при 1024 труколор что при 512 16 бит. Нашел шейдер для смешивания текстур (взамен 1-му ) http://wiki.unity3d.com/index.php/Blend_2_Textures но результат тот-же. Что покрутить для повышения производительности? никак не соображу нуб в шейдерах