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//透明度混合 Shader "Tinkzone/AlphaBlend" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _MainTex ("Texture", 2D) = "white" {} _AlphaScale ("Alpha Scale", Range(0, 1)) = 1 //透明度 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass { ZWrite On //开启深度写入 ColorMask 0 //不输出任何颜色 }
Pass { Tags{"LightMode" = "ForwardBase"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale;
struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; };
struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; };
v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); //世界空间法线 o.worldNormal = UnityObjectToWorldNormal(v.normal); //世界空间顶点 o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; //变换后的贴图坐标 o.uv = TRANSFORM_TEX(v.uv, _MainTex); 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); //反射率 fixed3 albedo = texColor.rgb * _Color.rgb; //环境光 fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //漫反射 fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); return fixed4(ambient + diffuse, texColor.a * _AlphaScale); } ENDCG } } FallBack "Diffuse" }
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