Shader 透明度测试参考代码笔记

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"
}
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