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- Shader "My Shader/AlphaShaderNormal"
- {
- Properties
- {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Texture", 2D) = "white" {}
- _AlphaScale ("Alpha Scale", Range(0, 1)) = 1
- _LuminosityAmount("GrayScale Amount",Range(0.0,1)) = 1.0
- }
- SubShader
- {
- // 透明度混合队列为Transparent,所以Queue=Transparent
- // RenderType标签让Unity把这个Shader归入提前定义的组中,以指明该Shader是一个使用了透明度混合的Shader
- // IgonreProjector为True表明此Shader不受投影器(Projectors)影响
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Pass
- {
- // 开启深度写入
- ZWrite On
- // 设置颜色通道的写掩码,0为不写入任何颜色
- ColorMask 0
- }
- Pass
- {
- //Tags { "LightMode"="ForwardBase" }
-
- // 关闭深度写入
- ZWrite On
- // 开启混合模式,并设置混合因子为SrcAlpha和OneMinusSrcAlpha
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- struct a2v
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float3 worldPos : TEXCOORD2;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- // 用于决定调用clip函数时进行的透明度测试使用的判断条件
- fixed _AlphaScale;
- fixed _LuminosityAmount;
-
- v2f vert (a2v v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.worldNormal = UnityObjectToWorldNormal(v.normal);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- fixed3 worldNormal = normalize(i.worldNormal);
- fixed3 worldPos = normalize(i.worldPos);
- fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- // 纹素值
- fixed4 texColor = tex2D(_MainTex, i.uv);
- float luminosity = 0.299 * texColor.r + 0.587 * texColor.g + 0.114 * texColor.b;
- fixed4 finalColor = lerp(texColor,luminosity,_LuminosityAmount);
- // 反射率
-
- // 返回颜色,透明度部分乘以我们设定的值
- return fixed4(finalColor.rgb, texColor.a * _AlphaScale);
- }
- ENDCG
- }
- }
- }
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