Shader "Pat/VisibleBehindObjects"
{
Properties
{
_MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {}
}
SubShader
{
CGPROGRAM
#pragma surface surf BlinnPhong alpha
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
}
ENDCG
}
Category
{
SubShader
{
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Pass
{
ZTest Greater
AlphaTest Greater 0.5
SetTexture [_MainTex]
{
combine texture
}
}
Pass
{
ZTest Less
AlphaTest Greater 0.5
SetTexture [_MainTex]
{
combine texture
}
}
}
}
Fallback "Transparent/VertexLit"
}
unity3D 查看墙后面的对象 的 Shader
最新推荐文章于 2022-01-05 17:32:30 发布