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Tranparent/cutout/diffuse
Shader "Tranparent/cutout/diffuse" { Properties { // _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 // 爆光度 _Explosure("Explosure", Float) = 1.0 // 混入黑白 _Brightness("Brightness", Float) = 0 // 整体提亮 _HighLight("HighLight", Float) = 0 // 这里是混入各颜色分量 _MixColor ("Mix Color", COLOR) = (0,0,0,0) }
SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pragma surface surf Lambert alphatest:_Cutoff sampler2D _MainTex; fixed4 _Color; float _Explosure; float _HighLight; float4 _MixColor; float _Brightness;
struct Input { float2 uv_MainTex; };
void surf (Input IN, inout SurfaceOutput o) { fixed4 c = (tex2D(_MainTex, IN.uv_MainTex) + _MixColor) * _Explosure + float4(0.21 * _HighLight, 0.72 * _HighLight, 0.07 *_HighLight, 0.0) + float4(_Brightness,_Brightness,_Brightness, 0.0); o.Albedo = c.rgb; o.Alpha = c.a; }
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}