Shader "Custom/StencilStandardTransparentCull"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_BumpScale("Bump Scale", Float) = 1.0
_AlphaScale("Alpha Scale", Float) = 1.0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Cutoff("Alpha Culloff", Range(0, 1)) = 0.5
[IntRange] _StencilRef("Stencil Reference Value", Range(0,255)) = 0
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil{
Ref[_StencilRef]
Comp Equal
}
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade // 半透明, 无反射, 可融合,边缘平滑
//#pragma surface surf Standard fullforwardshadows alphatest:_Cutoff // 硬边,多用于植被,开销小,不能融合
//#pragma surface surf Standard fullforwardshadows alpha:premul // 半透明,有反射,适用于玻璃
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _BumpScale;
float _AlphaScale;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap)) * _BumpScale;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a * _AlphaScale;
o.Normal = normal;
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}