Shader "Custom/AlphaBlendZWrite"
{
Properties
{
_Color("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Tex", 2D) = "white"{}
_AlphaScale("Alpha Scale", Range(0,1)) = 1
}
SubShader
{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Pass{
ZWrite On
ColorMask 0
}
Pass
{
Tags{"LightMode" = "ForwardBase"}
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
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 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);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
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, texColor.a * _AlphaScale);
}
ENDCG
}
}
Fallback "Diffuse"
}
08-26
08-04
05-25