Shader "Example/Shader05"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff",Range(0,1)) = 0.5
}
SubShader
{
//先把队列设置为AlphaTest队列进行透明度测试,Rendertype标签可以让Unity把这个Shader归入到提前定义的组以指明该Shader是一个使用了透明度测试的Shader。IgnoreProjector设置为True代表不会受投影器的影响。
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
Pass
{
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _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);
//书中此处用.a通道达不到演示的效果,可以直接使用rgb的任意一个通道来代替演示
clip(texColor.b - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
return fixed4(ambient + diffuse,1.0);
}
ENDCG
}
}
}
//正常(Normal),即透明度混合
Blend SrcAlpha OneMinusSrcAlpha
//柔和相加(soft Additive )
Blend OneMinusDstColor One
//正片叠底( Multiply),即相乘
Blend DstColor Zero
//两倍相乘(2xMultiply)
Blend DstColor SrcColor
//变暗(Darken)
BlendOp Min
Blend one one
//变亮(Lighten )
BlendOp Max
Blend One One
//滤色(screen)
Blend oneMinusDstColor One
//等同于
Blend One OneMinusSrcColor
//线性减淡(Linear Dodge )Blend One One
Shader "Example/Shader05"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
_AlphaScale("Alpha Scale",Range(0,1)) = 0.5
}
SubShader
{
//进入Transparent
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Pass
{
Tags {"LightMode" = "ForwardBase"}
//关闭深度写入,开启混合模式
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;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _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);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
//乘法即可
return fixed4(ambient + diffuse,texColor.a * _AlphaScale);
}
ENDCG
}
}
}
//在上述代码中新加入一个Pass即可,ColorMask用于设置颜色通道的写掩码(write mask),设置为0时意味着Pass不写入任何颜色通道,也就不会输出任何颜色。
Pass
{
ZWrite On
ColorMask 0
}
Shader "Example/Shader05"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
_AlphaScale("Alpha Scale",Range(0,1)) = 0.5
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Tags {"LightMode" = "ForwardBase"}
Pass
{
Cull Front
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;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _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);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
//这里我多加了点亮度和透明度来提高显示的效果,否则我自己的素材显示不太明显
return fixed4(ambient + diffuse,texColor.a * _AlphaScale) + fixed4(0.2,0.2,0.2,0.3);
}
ENDCG
}
Pass
{
Cull Back
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;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _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);
fixed3 albedo = texColor.rgb * _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
}
}
}