原图:

\"原图\"

效果图:

\"CutOff=0.55\" \"CutOff=0.75\"

  • 源码:


Shader \"_MyShader/5_Alpha/0_AlphaTest\"

{

    Properties

    {

        _Color (\"Color \", COLOR) = (1,1,1,1)

            _MainTex (\"Texture\", 2D) = \"white\" {}

            _CutOff (\"CutOff\", Range(0,0.9)) = 0.6

    }

    SubShader

    {

        Tags {\"Queue\" = \"AlphaTest\" \"IgnoreProjecter\" = \"true\" \"RenderType\" = \"TransparentCutout\"}



        pass {

            Tags {\"LightMode\" = \"Forward \"}

            CGPROGRAM



            #pragma vertex vert

            #pragma fragment frag



            #include \"Lighting.cginc\"

            #include \"UnityCG.cginc\"



            fixed4 _Color;

            sampler2D _MainTex;

            float4 _MainTex_ST;

            fixed _CutOff;



            struct a2v {

                float4 vertex: POSITION;

                float3 normal: NORMAL;

                float4 texcoord: TEXCOORD0;

            };



            struct v2f {

                float4 pos: SV_POSITION;

                float3 worldNormalDir: POSITION1;

                float3 worldLightDir: POSITION2;

                float2 uv: TEXCOORD0;

            };



            v2f vert(a2v v){

                v2f o;

                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);



                o.worldNormalDir = Unity ToWorldNormal(v.normal);

                o.worldLightDir = UnityWorldSpaceLightDir(v.vertex);



                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);



                return o;

            }



            fixed4 frag(v2f i):SV_Target{

                fixed3 normalDir = normalize(i.worldNormalDir);

                fixed3 lightDir = normalize(i.worldLightDir);

                fixed4 tex = tex2D(_MainTex,i.uv);



                //AlphaTest

                //if(tex.a - _CutOff <= 0)

                //    discard;

                clip(tex.a - _CutOff);



                fixed3 albedo = tex.rgb *_Color.rgb;



                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;



                fixed3 diffuseC = _LightColor0.rgb * albedo * saturate(dot(normalDir,lightDir));



                fixed4 col = fixed4(ambient + diffuseC,1);

                return col;

            }



            ENDCG

        }



    }



    FallBack \"Transparent/Cutout/VertexLit\"

}




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