(Shader学习笔记) 物体透明度显示

Shader "Custom/AlphaBlend"{
	Properties{
		_MainTex("MainTex",2D)="white"{}
		_AlphaScale("AlphaScale",Range(0,1))=1
	}

	SubShader{
		Tags{
			"Quene"="Transparent"
			"IgroneProjector"="True"
			"RenderType"="Transparent"
		}

		Pass{
			Tags{
				"LightMode"="ForwardBase"
			}

			Cull Front
			ZWrite off
			Blend srcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed _AlphaScale;

			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{
				fixed4 albedo=tex2D(_MainTex,i.uv);
				fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
				fixed3 worldNormal=normalize(i.worldNormal);
				fixed3 worldLight=normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 diffuse=_LightColor0*albedo*saturate(dot(worldNormal,worldLight));
				return fixed4(diffuse+ambient,albedo.a*_AlphaScale);
			}

			ENDCG
		}

		Pass{
			Tags{
				"LightMode"="ForwardBase"
			}

			Cull Back
			ZWrite off
			Blend srcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed _AlphaScale;
			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{
				fixed4 albedo=tex2D(_MainTex,i.uv);
				fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
				fixed3 worldNormal=normalize(i.worldNormal);
				fixed3 worldLight=normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 diffuse=_LightColor0*albedo*saturate(dot(worldNormal,worldLight));
				return fixed4(diffuse+ambient,albedo.a*_AlphaScale);
			}

			ENDCG
		}
	}

	Fallback "Diffuse"
}

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