思路
提前定义好剔除的边界值和透明通道图,使用clip函数,进行筛选。
小于0的片元剔除,大于0的显示。
实现
Shader "Custom/AlphaTest" {
Properties{
_Color("MainTint", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader{
//1透明度测试 //2把shader规定到提前定义好的组 //3不受到投影器影响
Tags{ "Queue" = "AlphaTest" "RenderType"= "TransparentCutout" "IgnoreProjector" = "true" }
Pass{
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
struct a2v {
float4 vertex :POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v ) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
o.worldNormal = UnityObjectToWorldNormal( v.normal );
o.worldPos = mul((float3x3)unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX( v. texcoord, _MainTex);
return o;
};
fixed4 frag (v2f f) :SV_Target{
fixed3 worldNormal = normalize(f.worldNormal);
fixed3 worldLightDir = normalize ( UnityWorldSpaceLightDir( f.worldPos ) );
fixed4 texColor = tex2D ( _MainTex, f.uv );
clip(texColor.a - _Cutoff ); //当该片元 纹素值-筛选值<0时,剔除该片元
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max ( 0, dot(worldNormal, worldLightDir) );
return fixed4 ( ambient + diffuse, 1);
};
ENDCG
}
}
}