Unity3d同时支持半透、Cutout、阴影三种属性Shader

Unity3d同时支持半透、Cutout、阴影三种属性Shader_第1张图片

//Shader By Alpha 2016/06/14//
//转载请注明出处//

Shader "MXR/CutoutSoftEdgeShadow" { 
Properties {
    _Color ("Main Color", Color) = (1, 1, 1, 1)
    _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5 
    _Texture1 ("Texture 1", 2D) = "" 
}

SubShader {
    Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}

    Pass {  

     Tags { "LightMode"="ForwardBase"}
        CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
        
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 pos : SV_POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD1;
                LIGHTING_COORDS(2, 3) 
            };

            sampler2D _Texture1;
            float4 _Texture1_ST;
            float _Cutoff;
            float4 _LightColor0;

            
            v2f vert (appdata_t v)
            {
                v2f o;
//              o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord, _Texture1);
                TRANSFER_VERTEX_TO_FRAGMENT(o);
                return o;
            }
            
            float4 _Color;
            half4 frag (v2f i) : COLOR
            {
                half4 col = tex2D(_Texture1, i.texcoord);
                clip(col.a - _Cutoff);
                float4 atten = LIGHT_ATTENUATION(i);
                return col * atten;
            }
        ENDCG
    }

    // Second pass:
    //   render the semitransparent details.
    Pass {
        Tags { "RequireOption" = "SoftVegetation"  "LightMode"="ForwardBase"}
        blend srcalpha oneminussrcalpha
        // Dont write to the depth buffer
        ZWrite off
        
        // Set up alpha blending
        Blend SrcAlpha OneMinusSrcAlpha
        
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
            
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 pos : SV_POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                LIGHTING_COORDS(4, 5)
            };

            sampler2D _Texture1;
            float4 _Texture1_ST;
            float _Cutoff;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord, _Texture1);
                TRANSFER_VERTEX_TO_FRAGMENT(o);
                return o;
            }
            
            float4 _Color;
            half4 frag (v2f i) : COLOR
            {
                half4 col = tex2D(_Texture1, i.texcoord);
                clip(-(col.a - _Cutoff));
                float4 atten = LIGHT_ATTENUATION(i);
                return col * atten;
            }
        ENDCG
    }
}

FallBack "Diffuse"
}

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