unity3d:shader自发光透明

Shader "Custom/AlphaSelfIllum" {
Properties {
        _Color ("Main Color", Color) = (1,1,1,0)
        _SpecColor ("Spec Color", Color) = (1,1,1,1)
        _Emission ("Emmisive Color", Color) = (0,0,0,0)
        _Shininess ("Shininess", Range (0.01, 1)) = 0.7
        _MainTex ("Base (RGB)", 2D) = "white" { }
    }
 
    SubShader {
        // We use the material in many passes by defining them in the subshader.
        // Anything defined here becomes default values for all contained passes.
        Material {
            Diffuse [_Color]
            Ambient [_Color]
            Shininess [_Shininess]
            Specular [_SpecColor]
            Emission [_Emission]
        }
        Lighting On
        SeparateSpecular On
 
        // Set up alpha blending
        Blend SrcAlpha OneMinusSrcAlpha
 
        // Render the back facing parts of the object.
        // If the object is convex, these will always be further away
        // than the front-faces.  
        //控制前面透明度      
        //Pass {
        //    Cull Front
        //    SetTexture [_MainTex] {
        //        Combine Primary * Texture
        //    }
        //}
        // Render the parts of the object facing us.
        // If the object is convex, these will be closer than the
        // back-faces.
        //控制后面透明度  
        Pass {
            Cull Back
            SetTexture [_MainTex] {
                Combine Primary * Texture
            }
        }
    }
} 
 
 
 

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转载自blog.csdn.net/luoyikun/article/details/89180858