需要的效果
最终实现的效果大概如下:
4个贴图上去
这里随便放一个切分的图。
Shader代码如下
直接上代码:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/TextureMy" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MainTex0 ("Base0 (RGB)", 2D) = "white" {}
_MainTex1 ("Base1 (RGB)", 2D) = "white" {}
_MainTex2 ("Base2 (RGB)", 2D) = "white" {}
_MainTex3 ("Base3 (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _MainTex0;
sampler2D _MainTex1;
sampler2D _MainTex2;
sampler2D _MainTex3;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
float2 uv = i.texcoord;
float2 uvFix = uv;
if (uv.x < 0.5)
{
if(uv.y < 0.5)
{
uvFix.x = uv.x * 2;
uvFix.y = uv.y * 2;
col = tex2D (_MainTex2 , uvFix );
}
else
{
uvFix.x = uv.x * 2;
uvFix.y = uv.y * 2 - 1;
col = tex2D (_MainTex0 , uvFix );
}
}
else
{
if(uv.y < 0.5)
{
uvFix.x = uv.x * 2 - 1;
uvFix.y = uv.y * 2 ;
col = tex2D (_MainTex3 , uvFix );
}
else
{
uvFix.x = uv.x * 2 - 1;
uvFix.y = uv.y * 2 - 1;
col = tex2D (_MainTex1 , uvFix );
}
}
//fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}
uv左下角是0,0,所以第一个if判定再左下角,使用_MainTex2 纹理,那么如果铺满屏幕问题,需要*2.
其他部分的类似。
按照这个思路可以扩充8*8等其他。
特别注意
这里要注意,需要把图的WrapMode改为Clamp,repeat会有接缝。