Unity Shader 多个Pass间共享方法
CGINCLUDE
//your code
ENDCG
效果图

实例
Shader "Practice/ShaderSyntax/ShareFunctionBetweenPasses"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Split("Split",float)=0.5
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Split;
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
{
if(i.uv.x < _Split){
discard;
}
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
fixed4 frag2 (v2f i) : SV_Target
{
if(i.uv.x > _Split){
discard;
}
fixed4 col = tex2D(_MainTex, i.uv);
col.rgb = (1 - col.rgb) * 0.8f;
return col;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass{
Blend SrcAlpha Zero
CGPROGRAM
#pragma vertex vert
#pragma fragment frag2
ENDCG
}
}
}
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