前些时间 学习shader 留下一个笔记 记录
Shader "Unlit/AlphaLightMap"
{
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"}
Pass {
Tags { "LightMode"="ForwardBase" }
Cull Off
ZWrite On
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
#ifndef LIGHTMAP_OFF
half2 uvLM : TEXCOORD1;
#endif
float2 uv : TEXCOORD2;
float3 worldPos : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifndef LIGHTMAP_OFF
o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 mainColor = tex2D(_MainTex, i.uv);
clip (mainColor.a - _Cutoff);
fixed3 albedo = mainColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 finalColor=ambient + diffuse * atten;
#ifndef LIGHTMAP_OFF
fixed3 lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM.xy));
finalColor.rgb *= lm;
#endif
return fixed4(finalColor, 1.0);
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}