基础知识点,感觉没啥可讲的:
透明度测试,要么不透,要么全透明(Transparent/Cutout)
Shader "Unlit/AlphaTest"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Diffuse;
float _Cutoff;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
float3 worldPos: TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed4 texColor = tex2D(_MainTex, i.uv);
if((texColor.a - _Cutoff)<0)
{
discard;
}
//漫反射
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
//fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
fixed3 diffuse = _LightColor0.rgb * texColor.rgb * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);
fixed3 color = ambient + diffuse;
return fixed4(color,1);
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}