美文网首页Unity_Shader
透明度混合(透明物体)

透明度混合(透明物体)

作者: _Arturia | 来源:发表于2018-08-24 11:38 被阅读3次

    Shader "_MyShader/5_Alpha/1_AlphaBlend"
    {
    Properties
    {
    _Color ("Color ", COLOR) = (1,1,1,1)
    _MainTex ("Texture", 2D) = "white" {}
    _AlphaScale ("AlphaScale", Range(0,1)) = 1
    }
    SubShader
    {
    Tags {"Queue" = "Transparent" "IgnoreProjecter" = "true" "RenderType" = "Transparent"}

        pass {
            Tags {"LightMode" = "ForwardBase"}
            ZWrite off
            Blend SrcAlpha OneMinusSrcAlpha
    
            CGPROGRAM
    
            #pragma vertex vert
            #pragma fragment frag
    
            #include "Lighting.cginc"
            #include "UnityCG.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 worldNormalDir: POSITION1;
                float3 worldLightDir: POSITION2;
                float2 uv: TEXCOORD0;
            };
    
            v2f vert(a2v v){
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                
                o.worldNormalDir = UnityObjectToWorldNormal(v.normal);
                o.worldLightDir = UnityWorldSpaceLightDir(v.vertex);
    
                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
    
                return o;
            }
    
            fixed4 frag(v2f i):SV_Target{
                fixed3 normalDir = normalize(i.worldNormalDir);
                fixed3 lightDir = normalize(i.worldLightDir);
                fixed4 tex = tex2D(_MainTex,i.uv);
                
                //AlphaTest
                //if(tex.a - _CutOff <= 0)
                //  discard;
                //clip(tex.a - _CutOff);
    
                fixed3 albedo = tex.rgb *_Color.rgb;
                
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
    
                fixed3 diffuseC = _LightColor0.rgb * albedo * saturate(dot(normalDir,lightDir));
    
                fixed4 col = fixed4(ambient + diffuseC,tex.a * _AlphaScale);
                return col;
            }
    
            ENDCG
        }
    
    }
    
    FallBack "Transparent/VertexLit"
    

    }

    相关文章

      网友评论

        本文标题:透明度混合(透明物体)

        本文链接:https://www.haomeiwen.com/subject/oxsbiftx.html