整理自“简单易懂的Unity5 Shader着色器入门教程”P40
其中// 代表有相较于前一个代码的修改,部分添加了相应备注,另外这里去掉了高光反射
前一个代码见:https://blog.csdn.net/qq_35096175/article/details/113487488
透明shader
Shader "Unlit/Alpha"
{
properties{
_Diffuse("Diffuse Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
_TexColor("Tex Color",Color) = (1,1,1,1)
}
subshader{
Tags{"Queue" = "Transparent" "IngoreProjector" = "True" "RenderType" = "Transparent"}
//不能定义在pass中,因为需要对所有pass起作用;Queue队列是unity渲染模型的时候是有顺序的,如果是透明的物体是最后渲染
//IngorProjector:忽略投影
pass{
Tags{"LightMode"="ForwardBase"}
ZWrite off //深度写入关闭
Blend SrcAlpha OneMinusSrcAlpha//混合参数
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Diffuse;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TexColor;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v){
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = UnityObjectToClipPos(v.vertex);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return f;
}
fixed4 frag (v2f f):SV_Target{
fixed4 texColor = tex2D(_MainTex,f.uv.xy) * _TexColor; //加入贴图的透明值
//漫反射
fixed3 normalDir = normalize(f.worldNormal);
fixed3 lightDir = normalize(WorldSpaceLightDir(f.worldVertex));
fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(dot(normalDir,lightDir),0);
fixed3 tempColor = texColor.rgb + diffuse + UNITY_LIGHTMODEL_AMBIENT.rgb * _TexColor.rgb; //这里仅使用texColor.rgb
return fixed4(tempColor, 0.5); //1.可以加入属性面板调节值(0-1) 2.可以直接使用贴图的透明值 _TexColor.a 3.结合1,2
}
ENDCG
}
}
fallback "Diffuse"
}