Shader "Unlit/blend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color) = (1,1,1,1)
_AlphaScale("Alpha Scale",Range(0,5)) = 1
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass
{
Tags{ "LightMode" = "ForwardBase" }
ZWrite Off //关闭深度写入
Blend SrcAlpha OneMinusSrcAlpha //开启混合,设置混合因子
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 _AlphaScale;
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, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 wn = normalize(i.worldNormal);
fixed3 wl = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 diffuse = (dot(wn, wl) * 0.5 + 0.5) * _LightColor0.rgb * _Color.rgb * col.rgb;
return fixed4(diffuse,col.a * _AlphaScale);//只有开启了Blend,返回透明度才有用
}
ENDCG
}
}
}
