示例
//功能:环境光遮蔽(AO)、Alpha测试、双面渲染、雾效
Shader "Custom/AlphaTestBothSided"
{
Properties{
_Color("Main Tint", Color) = (1, 1, 1, 1)
_MainTex("Albedo", 2D) = "white" {}
[NoScaleOffset]
_OcclusionMap("Occlusion", 2D) = "white" {}
_IntensityMultiplier("Intensity Multiplier", Range(0, 2)) = 1
_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
}
SubShader{
//Unity5中Queue设置成AlphaTest
Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "true" "RenderType" = "TransparentCutout" }
LOD 200
Pass {
Tags {"LightMode" = "ForwardBase"}
//关闭剔除功能
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _OcclusionMap;
fixed _Cutoff;
fixed _IntensityMultiplier;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
//Unity会将模型的第一组纹理坐标存储到该变量中
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
//Unity5中可用UnityObjectToWorldNormal()函数得到o.worldNormal
//o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
//或者调用Unity内建的函数计算o.uv
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(v2f i) : COLOR {
fixed3 worldNormal = normalize(i.worldNormal);
//fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);//只适合场景中仅有一个平行光
fixed4 texColor = tex2D(_MainTex, i.uv);
clip(texColor.a - _Cutoff);
//clip函数相当于下面代码的功能
//if((texColor.a - _Cutoff) < 0.0){
//discard;
//}
half occlusion = tex2D(_OcclusionMap, i.uv).g;
fixed3 albedo = texColor.rgb * _Color.rgb;
//fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//考虑环境光遮蔽(Ambient Occlusion)
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * occlusion * _IntensityMultiplier * albedo;
//fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
//让背面支持光照
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, abs(dot(worldNormal, worldLightDir)));
fixed4 col = fixed4(ambient + diffuse, 1.0);//gi.indirect.diffuse
//自定义雾的颜色
//UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1, 0, 0, 0));
//使用Lighting面板中设置的雾颜色
UNITY_APPLY_FOG(i.fogCoord, col);
//return col;
return col;
}
ENDCG
}
}
//确保我们编写的SubShader无法在当前显卡上工作时可以有合适的代替Shader,
//还可以保证使用透明度测试的物体可以正确地向其他物体投射阴影
FallBack "Transparent/Cutout/VertexLit"
}