|
|
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
- Shader "Unlit/AlphaTexture"
- {
- Properties{
- _MainTex("Base (RGB)", 2D) = "white" {}
- _Color("Color",Color) = (1,1,1,1)
- }
-
- SubShader{
- Tags{ "RenderType" = "Queue" "Queue" = "Transparent" } // "Queue"="Transparent"将其设置为透明,不然无法看见后面的东西(即使透明)
- Blend SrcAlpha OneMinusSrcAlpha //实现Alpha的核心,使用语句进行Alpha混合
-
- Pass{
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _Color;
-
- struct v2f {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- //float3 color : TEXCOORD1;
- };
-
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- //TRANSFORM_TEX是在_MainTex_ST中的宏
- //原始方法o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- //将uv贴图的坐标取出来
- o.uv = v.texcoord;
- //o.color = ShadeVertexLights(v.vertex, v.normal);取得法线贴图的光照
- return o;
- }
-
- float4 frag(v2f i) : COLOR{
- half4 c = tex2D(_MainTex, i.uv);
- //在这个位置接收i.color的话可以接收光照
- c.rgb = c.rgb * _Color;
- return c*_Color;
- }
- ENDCG
- }
- }
- }
|