Shader "Chaptor 8/SHA_AlphaBlend"{Properties{_Color ("Color Tint", Color) = (1, 1, 1, 1)_MainTex ("Main Tex", 2D) = "white" {}_AlphaScale ("Alpha Scale", Range(0, 1.0)) = 1}SubShader{Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}Pass {Tags {"LightMode" = "ForwardBase"}// 先剔除正面渲染背面Cull FrontZWrite offBlend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"#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 vertex : SV_POSITION;float3 worldNormal : TEXCOORD0;float3 worldPos : TEXCOORD1;float2 uv : TEXCOORD2;};v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.worldNormal = UnityObjectToWorldNormal(v.normal);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}fixed4 frag (v2f i) : SV_Target{float3 worldNormal = normalize(i.worldNormal);float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));fixed4 texColor = tex2D(_MainTex, i.uv);fixed3 albedo = texColor * _Color.rgb;fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));return fixed4(ambient + diffuse, texColor.a * _AlphaScale);}ENDCG}Pass{Tags {"LightMode" = "ForwardBase"}// 再剔除背面渲染正面Cull BackZWrite offBlend SrcAlpha OneMinusSrcAlphaCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"#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 vertex : SV_POSITION;float3 worldNormal : TEXCOORD0;float3 worldPos : TEXCOORD1;float2 uv : TEXCOORD2;};v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.worldNormal = UnityObjectToWorldNormal(v.normal);o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}fixed4 frag (v2f i) : SV_Target{float3 worldNormal = normalize(i.worldNormal);float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));fixed4 texColor = tex2D(_MainTex, i.uv);fixed3 albedo = texColor * _Color.rgb;fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));return fixed4(ambient + diffuse, texColor.a * _AlphaScale);}ENDCG}}Fallback "Specular"}
效果如下:
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