Shader "wacky/s13 Alpha Test"{
Properties{
_Color("Color Tint", Color) = (1,1,1,1)
_MainTex("Main Tex", 2D) = "white"{}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags {"Queue" = "AlphaTest" "IgnoreProjector"="True" "RenderType" = "TransparentCutout"}
//"Queue" = "AlphaTest" 队列为AlphaTest
//"IgnoreProjector" = "True" 表示这个Shader不受投影器(Projector)影响
//"RanderType"="TransparentCutout" 归入TransparentCutout组中
Pass{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _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 f;
f.pos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldPos = mul(unity_ObjectToWorld,v.vertex);
f.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return f;
}
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);
if((texColor.a - _Cutoff) < 0){
discard;
}
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
}
}
Fallback "Transparent/Cutout/VertexLit"
}
Shader 透明度测试参考代码笔记
最新推荐文章于 2024-03-09 13:15:00 发布