Unity3d URP管线shader菲尼尔半透明

Shader "Unlit/fresnel"
{
    Properties
    {
        _FresnelColor("Fresnel Color",Color)=(1,1,1,1)
        _Fresnel("Fade(X) Intensity(Y)",vector)=(3,1,0,0)
    }
    SubShader
    {
        Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent"
                "Queue"="Transparent"
         }
        Blend One One
        ZWrite Off
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

            struct Attributes
            {
                float4 vertexOS : POSITION;  
                half3 normalOS:NORMAL;
            };

            struct Varyings
            {  
                float4 vertexCS : SV_POSITION;
                half3 normalWS:TEXCOORD;
                float3 vertexWS:TEXCOORD1;
            };

            CBUFFER_START(UnityPerMaterial)
            half4 _Fresnel;
            half4 _FresnelColor;
            CBUFFER_END

            Varyings vert (Attributes v)
            {
                Varyings o;
                o.vertexCS = TransformObjectToHClip(v.vertexOS);
                o.normalWS = TransformObjectToWorldNormal(v.normalOS);
                o.vertexWS=TransformObjectToWorld(v.vertexOS);
                return o;
            }

            half4 frag (Varyings i) : SV_Target
            {
                half3 N=normalize(i.normalWS);
                half3 V=normalize(_WorldSpaceCameraPos-i.vertexWS);
                half dotNV=1-saturate(dot(N,V));
                half4 fresnel=pow(dotNV,_Fresnel.x)*_Fresnel.y*_FresnelColor;
                return fresnel;
            }
            ENDHLSL
        }
    }
}

 

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