Shader "Custom/aaa" {
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
Subshader
{
//alpha测试,配合surf中的o.Alpha = c.a;
AlphaTest Greater 0.4
CGPROGRAM
#pragma surface surf lsyLightModel
//命名规则:Lighting接#pragma suface之后起的名字
//lightDir :点到光源的单位向量
// viewDir:点到摄像机的单位向量
// atten:衰减系数
float4 LightinglsyLightModel(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten)
{
float4 c;
float diffuseF = max(0,dot(s.Normal,lightDir));
float specF;
float3 H = normalize(lightDir+viewDir);
float specBase = max(0,dot(s.Normal,H));
specF = pow(specBase,8);
c.rgb = s.Albedo * _LightColor0 * diffuseF *atten + _LightColor0*specF;
c.a = s.Alpha;
return c;
}
struct Input
{
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf(Input IN,inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
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