透明功能shader:
Shader "Custom/MakeTransparent" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_TransparentColorKey ("Transparent Color Key", Color) = (0,1,0,1)
_TransparencyMargin ("Transparency Margin", Float) = 0.01
}
SubShader {
Pass {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma vertex VertexShaderFunction
#pragma fragment PixelShaderFunction
#include "UnityCG.cginc"
struct VertexData
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexToPixelData
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
VertexToPixelData VertexShaderFunction(VertexData input)
{
VertexToPixelData output;
output.position = UnityObjectToClipPos (input.position);
output.uv = input.uv;
return output;
}
sampler2D _MainTex;
fl