Shader "AlphaTestShader"{
Properties{
_Color("ColorTint",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
_Cutoff("AlphaCutoff",Range(0,1)) = 0.5
}
SubShader{
Tags{"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct a2v{
float4 vertex : POSITION;
float3 normal :NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex,i.uv);
clip(texColor.a - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
return fixed4(ambient + diffuse, 1.0);
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}
UnityShader 透明测试效果
最新推荐文章于 2023-01-15 15:59:44 发布