Shader "Custom/Cg texturing with alpha discard"
{
Properties
{
_MainTex("RGBA TExture Image",2D) = "white"{}
_Cutoff("Alpha Cutoff",Float) = 0.5
}
SubShader
{
Pass
{
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MainTex;
uniform float _Cutoff;
struct vertexInput
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
} ;
struct vertexOutput
{
float4 pos:SV_POSITION;
float4 tex:TEXCOORD1 ;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.tex = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
return output;
}
float4 frag(vertexOutput input):COLOR
{
float4 textureColor = tex2D(_MainTex,input.tex.xy);
if(textureColor.a<_Cutoff)
{
discard;
}
return textureColor;
}
ENDCG
}
}
FallBack "Unlit/Transparent Cutout"
}
Cg texturing with alpha discard
最新推荐文章于 2021-12-28 16:28:47 发布