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alpha.shader
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Shader "LX/alpha"
{
Properties
{
_Diffuse("Diffuse",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8,256))=20
_AlphaScale("Alpha Scale",Range(0,1))=1
}
SubShader
{
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
sampler2D _MainTex;
float4 _MainTex_ST;
float _AlphaScale;
struct a2v
{
float4 position:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 position:SV_POSITION;
float4 uv :TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
v2f vert(a2v vertData)
{
v2f o;
o.position = UnityObjectToClipPos(vertData.position);
o.uv.xy = vertData.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.worldPos = mul(unity_ObjectToWorld, vertData.position).xyz;
o.worldNormal = UnityObjectToWorldNormal(vertData.normal);
return o;
}
fixed4 frag(v2f i):SV_Target
{
float3 worldPos = i.worldPos;
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 worldNormal = i.worldNormal;
fixed3 texColor = tex2D(_MainTex, i.uv).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * texColor;
fixed3 diffuse = _LightColor0.rgb * texColor * saturate(dot(worldNormal, worldLightDir));
return fixed4(ambient + diffuse, tex2D(_MainTex, i.uv).a * _AlphaScale);
}
ENDCG
}
}
}