/**********
*
* 作者 : Quaye
* 时间 : 2018.06.07
*
* 描述 : 双面渲染透明效果:AlphaTest
*
**/
Shader "Quaye/_AlphaTestBothSide"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
_Cutout("Cutout",Range(0,1)) = 0.5
}
SubShader
{
Tags{"Queue" = "AlphaTest" "IgnoreProjector" = "true" "RenderType" = "TransparentCutout"}
Pass
{
Tags{"LightMode" = "ForwardBase"}
Cull Off // 不剔除任何片元,也就是正反面都渲染
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutout;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wN : TEXCOORD0;
float4 wP : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.wN = UnityObjectToWorldNormal(v.normal);
o.wP = mul(unity_ObjectToWorld,v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i):SV_TARGET
{
fixed4 texColor = tex2D(_MainTex,i.uv);
if(texColor.a - _Cutout < 0)
{
discard;
}
fixed3 wN = normalize(i.wN);
fixed3 wL = normalize(WorldSpaceLightDir(i.wP));
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(wN,wL));
return fixed4(ambient + diffuse ,1);
}
ENDCG
}
}
Fallback "Tranparent/Cutout/VertexLit"
}
【Unity】ShaderLab-4_3-透明度测试-双面渲染
最新推荐文章于 2023-08-16 10:15:27 发布