Shader

Shader "Custom/FadeShader" {
	Properties{
		_Color("Color", Color) = (1,1,1,1)
		[Toggle] _LightOn("Light On", float) = 0
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_BumpMap("Normal Map", 2D) = "bump"{}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
		_Opacity("Opacity",range(0,1))= 1
	}
	SubShader {
		Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
		LOD 200
		Cull Off

		Pass{
			ZWrite On
			ColorMask 0
		}

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows alpha:fade

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		sampler2D _BumpMap;
		fixed _Opacity;
		fixed _LightOn;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb * _LightOn;
			o.Emission = c.rgb * (1 - _LightOn);
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic * _LightOn;
			o.Smoothness = _Glossiness * _LightOn;
			o.Alpha = c.a * _Opacity;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

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转载自blog.csdn.net/qq_36848370/article/details/80188161