透明度混合

《Shader入门精要》读书笔记

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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"
}