// 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;
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