// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/AlphaTestWithShadow"
{
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
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#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;
};
struct v2f{
float4 pos : SV_POSITION;
float3 worldNormal :TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
SHADOW_COORDS(3)
};
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);
TRANSFER_SHADOW(o);
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);
clip(texColor.a - _Cutoff); //透明度裁剪(Alpha测试)
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
//计算阴影和光照衰减
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4(ambient + diffuse * atten, 1.0);
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}
09-12
2754
![](https://csdnimg.cn/release/blogv2/dist/pc/img/readCountWhite.png)
07-28