美术希望远景材质不收雾效影响
只需要关闭 雾效 fog off;就可以了
Shader "Scene/AlphaFogOff" {
Properties {
_MainTex ("Diffuse(RGB) Alpha(A)", 2D) = "white" {}
_Color ("MainTex Color",Color)=(1, 1, 1, 1)
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
_AlphaScale ("Alpha Scale", Range(0, 1)) = 1
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Fog {Mode Off}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _Color;
float _Cutoff;
fixed _AlphaScale;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
float4 tex = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex))*_Color;
clip (tex.a - _Cutoff);
return fixed4( tex.rgb,tex.a*_AlphaScale);
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}