最近有需求要透明显示视频,即使视频带Alpha通道,导入unity之后不会直接透明显示,写一个shader就可以解决这个
问题,shader代码如下,需要的直接copy 就可以了。
Shader "Custom/Example"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
//视频1,表示纹理颜色
_MainTex ("Albedo (RGB)", 2D) = "white" {}
//视频2,表示alpha通道,用颜色值表示alpha的值
_AlphaVideo ("Alpha Video(R)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
//#pragma surface surf Standard alpha
#pragma surface surf Lambert alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _AlphaVideo;
struct Input {
float2 uv_MainTex;
float2 uv_AlphaVideo;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 _alpha = tex2D (_AlphaVideo, IN.uv_AlphaVideo);
//用视频1的纹理颜色
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
//o.Metallic = _Metallic;
//o.Smoothness = _Glossiness;
//o.Alpha = _alpha.r;
//用视频2的颜色值叠加表示alpha的值
//o.Alpha = (_alpha.r + _alpha.g + _alpha.b)/3;
o.Alpha = _alpha.b;
}
ENDCG
}
FallBack "Diffuse"
}