Shader "MyShaders/sf" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "queue"="transparent"}
LOD 200
cull off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard decal:add //主要是这句话
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
`