/**********
*
* 作者 : Quaye
* 時間 : 2018.06.07
*
* 描述 : 雙面渲染透明效果:AlphaBlend
*
**/
Shader "Quaye/_AlphaBlendBothSide"
{
Properties
{
_Color("Color",Color) = (,,,)
_MainTex("MainTex",D) = "white"{}
_AlphaScale("AlphaScale",Range(,))=
}
SubShader
{
Tags{"Queue"="Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
Pass
{
Tags{"LightMode" = "ForwardBase"}
// 先渲染背面
Cull Front
ZWrite Off
Blend srcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _AlphaScale;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wN : TEXCOORD0;
float3 wP : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.wN = UnityObjectToWorldNormal(v.normal);
o.wP = mul(unity_ObjectToWorld,v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i):SV_TARGET
{
fixed3 wN = normalize(i.wN);
fixed3 wL = normalize(UnityWorldSpaceLightDir(i.wP));
fixed4 texColor = tex2D(_MainTex,i.uv);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz* albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(wN,wL));
return fixed4 (ambient + diffuse, texColor.a * _AlphaScale);
}
ENDCG
}
Pass
{
Tags{"LightMode" = "ForwardBase"}
// 再渲染正面
Cull Back
ZWrite off
Blend srcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _AlphaScale;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 wN : TEXCOORD0;
float3 wP : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.wN = UnityObjectToWorldNormal(v.normal);
o.wP = mul(unity_ObjectToWorld,v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i):SV_TARGET
{
fixed3 wN = normalize(i.wN);
fixed3 wL = normalize(UnityWorldSpaceLightDir(i.wP));
fixed4 texColor = tex2D(_MainTex,i.uv);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz* albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(wN,wL));
return fixed4 (ambient + diffuse, texColor.a * _AlphaScale);
}
ENDCG
}
}
Fallback "Transparent/VertextLit"
}