unity自发光透明shader

这本来是一个glass的shader,但是我发现也可以用到自发光+透明,这两个脚本都是unity文档里面的。呵呵~~~

Shader "Custom/AlphaSelfIllum" {
Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
        _SpecColor ("Spec Color", Color) = (1,1,1,1)
        _Emission ("Emmisive Color", Color) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.7
        _MainTex ("Base (RGB)", 2D) = "white" { }
    }

    SubShader {
        // We use the material in many passes by defining them in the subshader.
        // Anything defined here becomes default values for all contained passes.
        Material {
            Diffuse [_Color]
            Ambient [_Color]
            Shininess [_Shininess]
            Specular [_SpecColor]
            Emission [_Emission]
        }
        Lighting On
        SeparateSpecular On

        // Set up alpha blending
        Blend SrcAlpha OneMinusSrcAlpha

        // Render the back facing parts of the object.
        // If the object is convex, these will always be further away
        // than the front-faces.  
        //控制前面透明度      
        //Pass {
        //    Cull Front
        //    SetTexture [_MainTex] {
        //        Combine Primary * Texture
        //    }
        //}
        // Render the parts of the object facing us.
        // If the object is convex, these will be closer than the
        // back-faces.
        //控制后面透明度  
        Pass {
            Cull Back
            SetTexture [_MainTex] {
                Combine Primary * Texture
            }
        }
    }
} 




 

 

 

Shader "Custom/Fog" {
	Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _FogColor ("Fog Color", Color) = (0.3, 0.4, 0.7, 1.0)
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert finalcolor:mycolor vertex:myvert
      struct Input {
          float2 uv_MainTex;
          half fog;
      };
      void myvert (inout appdata_full v, out Input data)
      {
          float4 hpos = mul (UNITY_MATRIX_MVP, v.vertex);
          data.fog = min (1, dot (hpos.xy, hpos.xy) * 0.1);
      }
      fixed4 _FogColor;
      void mycolor (Input IN, SurfaceOutput o, inout fixed4 color)
      {
          fixed3 fogColor = _FogColor.rgb;
          #ifdef UNITY_PASS_FORWARDADD
          fogColor = 0;
          #endif
          color.rgb = lerp (color.rgb, fogColor, IN.fog);
      }
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
           o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }


 

 

 

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