unity shader 双面透明

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Alpha" {
	Properties {
		_UV("贴图", 2D) = "White"{}
		_Alpha("透明度", Range(0,1)) = 0.5
	}
	SubShader{
		//Tags { "RenderType" = "Transparent" }
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		pass {
			Tags{ "LightMode" = "ForwardBase" }
			Cull Front
			ZWrite Off         //关深度写入
			Blend SrcAlpha OneMinusSrcAlpha
			CGPROGRAM
			// Physically based Standard lighting model, and enable shadows on all light types
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"



			sampler2D _UV;
			float4 _UV_ST;
			float _Alpha;

			struct v2f {
				float4 vertex : POSITION;
				float2 uv :TEXCOORD0;
			};
			v2f vert(appdata_full data)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(data.vertex);
				o.uv = TRANSFORM_TEX(data.texcoord, _UV);
				return o;
			}
			float4 frag(v2f o) : SV_Target
			{
				float4 color = tex2D(_UV, o.uv);
				return float4(color.xyz, _Alpha);
			}
				ENDCG
		}
		pass {
			Tags{ "LightMode" = "ForwardBase" }
			Cull Back
			ZWrite Off         //关深度写入
			Blend SrcAlpha OneMinusSrcAlpha
			CGPROGRAM
			// Physically based Standard lighting model, and enable shadows on all light types
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

		

			sampler2D _UV;
			float4 _UV_ST;
			float _Alpha;

			struct v2f {
				float4 vertex : POSITION;
				float2 uv :TEXCOORD0;
			};
			v2f vert(appdata_full data) 
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(data.vertex);
				o.uv = TRANSFORM_TEX(data.texcoord, _UV);
				return o;
			}
			float4 frag(v2f o) : SV_Target
			{
				float4 color = tex2D(_UV, o.uv);
				return float4(color.xyz, _Alpha);
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}

效果:

在这里插入图片描述

猜你喜欢

转载自blog.csdn.net/u013749051/article/details/85392338