示例
//功能:环境光遮蔽(AO)、Alpha测试、双面渲染、雾效 Shader "Custom/AlphaTestBothSided" { Properties{ _Color("Main Tint", Color) = (1, 1, 1, 1) _MainTex("Albedo", 2D) = "white" {} [NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {} _IntensityMultiplier("Intensity Multiplier", Range(0, 2)) = 1 _Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5 } SubShader{ //Unity5中Queue设置成AlphaTest Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "true" "RenderType" = "TransparentCutout" } LOD 200 Pass { Tags {"LightMode" = "ForwardBase"} //关闭剔除功能 Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "Lighting.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _OcclusionMap; fixed _Cutoff; fixed _IntensityMultiplier; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; //Unity会将模型的第一组纹理坐标存储到该变量中 float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; UNITY_FOG_COORDS(3) }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject); //Unity5中可用UnityObjectToWorldNormal()函数得到o.worldNormal //o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; //或者调用Unity内建的函数计算o.uv //o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_FOG(o, o.pos); return o; } fixed4 frag(v2f i) : COLOR { fixed3 worldNormal = normalize(i.worldNormal); //fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//只适合场景中仅有一个平行光 fixed4 texColor = tex2D(_MainTex, i.uv); clip(texColor.a - _Cutoff); //clip函数相当于下面代码的功能 //if((texColor.a - _Cutoff) < 0.0){ //discard; //} half occlusion = tex2D(_OcclusionMap, i.uv).g; fixed3 albedo = texColor.rgb * _Color.rgb; //fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //考虑环境光遮蔽(Ambient Occlusion) fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * occlusion * _IntensityMultiplier * albedo; //fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); //让背面支持光照 fixed3 diffuse = _LightColor0.rgb * albedo * max(0, abs(dot(worldNormal, worldLightDir))); fixed4 col = fixed4(ambient + diffuse, 1.0);//gi.indirect.diffuse //自定义雾的颜色 //UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1, 0, 0, 0)); //使用Lighting面板中设置的雾颜色 UNITY_APPLY_FOG(i.fogCoord, col); //return col; return col; } ENDCG } } //确保我们编写的SubShader无法在当前显卡上工作时可以有合适的代替Shader, //还可以保证使用透明度测试的物体可以正确地向其他物体投射阴影 FallBack "Transparent/Cutout/VertexLit" }