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