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半透明效果

半透明效果

作者: 代码记录器 | 来源:发表于2018-09-18 15:48 被阅读0次
Shader "MyShader/TransShader"
{
    Properties
    {
        _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,0.5)
        _InnerColor ("Inner Color", Color) = (0.5,0.5,0.5,0.5)
        _InnerColorPower ("Inner Color Power", Range(0.0,1.0)) = 0.5
        _RimPower ("Rim Power", Range(0.0,10.0)) = 2.5
        _AlphaPower ("Alpha Rim Power", Range(0.0,16.0)) = 4.0
        _AllPower ("All Power", Range(0.0, 20.0)) = 1.0
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
        LOD 100
        Blend SrcAlpha OneMinusSrcAlpha
        ZWrite On
        Pass
        {
            ZWrite On
            ColorMask 0  //用于设置颜色通道的写掩码,0表示不写入任何通道
        }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
             
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "AutoLight.cginc"

            struct appdata
            {
                float3 normal:NORMAL;
                float4 vertex : POSITION;
            };
 
            struct v2f
            {
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float4 pos : SV_POSITION;
            };
 
            float4 _RimColor;
            float _RimPower;
            float _AlphaPower;
            float _AlphaMin;
            float _InnerColorPower;
            float _AllPower;
            float4 _InnerColor;
             
            v2f vert (appdata v)
            {
                v2f o;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
                return o;
            }
             
            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//                fixed3 albedo = _Color.rgb;
//                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//                fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir)
                half rim = 1.0 - saturate(dot(worldViewDir, worldNormal));
                fixed3 c = _RimColor.rgb * pow(rim, _RimPower) * _AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
                return fixed4(c, (pow(rim, _AlphaPower)) * _AllPower);
            }
            ENDCG
        }
    }
    Fallback "Transparent/VertexLit"
}

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