【Unity Shader】简单Transparent shader的三种实现

Shader "Custom/Transparent" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,0.6)
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "Queue"="Transparent" }
		Pass{
			Blend SrcAlpha OneMinusSrcAlpha
			Color[_Color]
			SetTexture[_MainTex]{
				combine previous * texture
			}

		}
	}
	SubShader {
		Tags { "Queue"="Transparent" }
		CGPROGRAM
		#pragma surface surf Lambert alpha

		fixed4 _Color;
		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};
		void surf (Input IN, inout SurfaceOutput o) {
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}

		ENDCG
	}
	SubShader {
		Tags { "Queue"="Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha
		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			fixed4 _Color;
			sampler2D _MainTex;

			struct v2f{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			v2f vert(appdata_base v){
				v2f o;
      			o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
      			o.texcoord = v.texcoord;
      			return o;
			}

			fixed4 frag(v2f i):COLOR{
				return tex2D(_MainTex, i.texcoord) * _Color;
			}

			ENDCG
		}
	}
	FallBack "Transparent/Diffuse"
}

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