unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Texture2DLerp.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次
- 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域)
- 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层
- 山地/海岛/沙漠: 地形材质参数调整
2026-07-29 15:50:34 +08:00

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Shader "Hidden/PostProcessing/Texture2DLerp"
{
HLSLINCLUDE
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); // From
TEXTURE2D_SAMPLER2D(_To, sampler_To);
float _Interp;
float4 _TargetColor;
float4 Frag(VaryingsDefault i) : SV_Target
{
float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float4 to = SAMPLE_TEXTURE2D(_To, sampler_To, i.texcoord);
return lerp(from, to, _Interp);
}
float4 FragColor(VaryingsDefault i) : SV_Target
{
float4 from = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
float4 to = _TargetColor;
return lerp(from, to, _Interp);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragColor
ENDHLSL
}
}
}