// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/15 Rock Alpha"{
Properties{
_Color("Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_NormalMap("Normal Map",2D)="bump"{}
_BumpScale("Bump Scale",Float)=1
_AlphaScale("Alpha Scale",Float)=1 //自定义Alpha值
}
SubShader{
//对所有的pass块起作用
Tags{"Queue"="Transparent" "IngnoreProjector"="True" "RenderType"="Transparent"} //Queue渲染队列,把透明的物体最后渲染;IngnoreProjector 是否忽略投影
Pass{
Tags{"LightMode" = "ForwardBase"}
//深度写入关闭
ZWrite Off
//混合参数
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#include "Lighting.cginc"
#pragma
Shader-控制透明度
最新推荐文章于 2023-09-24 11:00:41 发布