Unity3D Shader : 透视

Shader "Custom/Test" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_OcclusionColor("OcclusionColor",COLOR)=(0.5,1,0.5,1)
}
SubShader
{
Tags{"RenderType"="Opaque" "Queue"="Transparent"}
LOD 200


pass
{
ZTest Greater
ZWrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _OcclusionColor;
float4 vert(float4 v:POSITION):SV_POSITION
{
return UnityObjectToClipPos(v);
}
fixed4 frag():SV_Target
{
return _OcclusionColor;
}
ENDCG
}

ZTest LEqual
CGPROGRAM
#pragma surface surf Standard fullforwardshadows


#pragma target 3.0


sampler2D _MainTex;


struct Input {
float2 uv_MainTex;
};


half _Glossiness;
half _Metallic;
fixed4 _Color;


void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"

}


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转载自blog.csdn.net/weixin_42452001/article/details/80684108