我第一次发文章,我不知道怎么插入一个合适的格式的代码,刚想插入代码段但格式有点乱,索性还不如直接复制代码直接写出来
Shader "Unlit/AlphaTest"
{
Properties
{
_Color("Main Tint",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_Cutoff("Alpha Cutoff",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); //贴图必须有Alpha通道
fixed3 albedo=texColor.rgb*_Color.rgb;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
return fixed4(ambient+diffuse,1.0);
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}