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unity shader 雙面透明

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Alpha" {
	Properties {
		_UV("貼圖", 2D) = "White"{}
		_Alpha("透明度", Range(0,1)) = 0.5
	}
	SubShader{
		//Tags { "RenderType" = "Transparent" }
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType"
= "Transparent" } pass { Tags{ "LightMode" = "ForwardBase" } Cull Front ZWrite Off //關深度寫入 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma vertex vert #pragma fragment frag #include
"UnityCG.cginc"
sampler2D _UV; float4 _UV_ST; float _Alpha; struct v2f { float4 vertex : POSITION; float2 uv :TEXCOORD0; }; v2f vert(appdata_full data) { v2f o; o.vertex = UnityObjectToClipPos(data.vertex); o.uv = TRANSFORM_TEX(data.texcoord, _UV); return
o; } float4 frag(v2f o) : SV_Target { float4 color = tex2D(_UV, o.uv); return float4(color.xyz, _Alpha); } ENDCG } pass { Tags{ "LightMode" = "ForwardBase" } Cull Back ZWrite Off //關深度寫入 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _UV; float4 _UV_ST; float _Alpha; struct v2f { float4 vertex : POSITION; float2 uv :TEXCOORD0; }; v2f vert(appdata_full data) { v2f o; o.vertex = UnityObjectToClipPos(data.vertex); o.uv = TRANSFORM_TEX(data.texcoord, _UV); return o; } float4 frag(v2f o) : SV_Target { float4 color = tex2D(_UV, o.uv); return float4(color.xyz, _Alpha); } ENDCG } } FallBack "Diffuse" }

效果:

在這裡插入圖片描述