Shader "Custom/NewShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "ForceNoShadowCasting" = "fasle" } //注意这一行
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
备注:
ForceNoShadowCasting:
为true表示不受其它物体投掷阴影影响
为false表示受别物体投掷阴影影响
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