Shader "Unlit/SHADER02"
{
Properties
{
_MainTex("MainTex",2D)="white"{}
_Diffuse("Diffuse",Color)=(1,1,1,1)
_Cutoff("Alpha Cutoff",Range(0,1))=0.5
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(appdata_tan v)
{
v2f o;
o.vertex=UnityObjectToClipPos(v.vertex);
o.worldNormal=fixed3(UnityObjectToWorldNormal(v.normal));
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed4 textColor=tex2D(_MainTex,i.uv);
if((textColor.a-_Cutoff)<0)
{
discard;
}
fixed3 worldLightDir=UnityWorldSpaceLightDir(i.worldPos);
fixed3 diffuse=textColor.rgb*_LightColor0.rgb*_Diffuse.rgb*(max(0,dot(worldLightDir,i.worldNormal))*0.5+0.5);
fixed3 color=ambient+diffuse;
return fixed4(color,1);
}
ENDCG
}
}
}
CG代码(不甘のalphaTest)
于 2022-09-11 20:22:00 首次发布