Shader "Custom/TrailRenderer" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent"} LOD 200 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf NoLight vertex:vert alpha noforwardadd //光照方程,名字为Lighting接#pragma suface后的光照方程名称 //lightDir :顶点到光源的单位向量 //viewDir :顶点到摄像机的单位向量 //atten :关照的衰减系数 float4 LightingNoLight(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten) { float4 c ; c.rgb = s.Albedo; c.a = s.Alpha; return c; } sampler2D _MainTex; fixed4 _SelfCol; struct Input { float2 uv_MainTex; float4 vertColor; }; void vert(inout appdata_full v, out Input o) { o.vertColor = v.color; o.uv_MainTex = v.texcoord; } void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Alpha = c.a * IN.vertColor.a; o.Albedo = IN.vertColor.rgb; } ENDCG } FallBack "Diffuse" }