Shader "Unlit/transparent" { Properties { _Color("Color",Color)=(1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _Cutoff("CutOff",Range(0,1))=0.5 } SubShader { Tags{ "Queue" = "AlphaTest" "IgnoreProjector"="True" "RenderType" = "TransparentCutout" } Pass { Tags{"LightMode"="ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldNormal:TEXCOORD1; float3 worldPos:TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; float3 _Color; float _Cutoff; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); clip(col.a - _Cutoff);//透明度测试 /*if ((col.a - _Cutoff) < 0.0) { discard;//不通过直接舍弃 }*/ fixed3 wn = normalize(i.worldNormal); fixed3 wl = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 diffuse = (dot(wn, wl) * 0.5 + 0.5) * _LightColor0 * _Color * col; return fixed4(diffuse,1); } ENDCG } } }