用于指定其所在属性的排序优先级,order 越小排列越靠前
Order(int) :接受一个整数作为排序参数,值越大排列越靠后
Shader "BZGUITest/Order"
{
Properties
{
[MT][Order(40)]_T1("MainTex", 2D) = "White"{}
[MT][Order(30)]_T2("SecondTex", 2D) = "White"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return half4(1,0.2,0.2,1);
}
ENDCG
}
}
CustomEditor "BZTA.BZShaderGUI"
}