wangguan
2020-12-29 452c75675679c44cc39b04bdb7d330d7c5c14d5c
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Shader "Unlit/MonsterUnlitShader"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex ("Texture", 2D) = "white" {}
        _Cutoff("Alpha Cutoff", Float) = 0.5
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
        //ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
 
        Pass
        {
            //Cull Off // since the front is partially transparent, 
            // we shouldn't cull the back
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
 
            #include "UnityCG.cginc"
 
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
 
            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };
 
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            uniform float _Cutoff;
 
 
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                //UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }
 
            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv) * _Color;
                //col.a *= tex2D(_MainTex, i.uv).a;
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                if (col.a < _Cutoff)
                // alpha value less than user-specified threshold?
                {
                    discard; // yes: discard this fragment
                }
                return col;
            }
            ENDCG
        }
    }
}