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| Shader "Unlit/DoubleTransparent" { Properties { _MainColor("MainColor",Color) = (1,1,1,1) _specularColor("specularColor",Color) = (1,1,1,1) _specularNum("specularNum",Range(0,20)) = 15 _MainTex("MainTex",2D) = ""{} _BumpMap("BumpMap",2D) = ""{} _BumpMapScale("BumpMapScale",Float) = 1 _AlphaScale("AlphaScale",Range(0,1)) = 1
} SubShader { Tags{"Queue" = "Transparent" "IngnoreProjector" = "true" "RenderType" = "Transparent"} Pass { Tags { "LightMode"="ForwardBase" } ZWrite off Blend SrcAlpha OneMinusSrcAlpha Cull Front
CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc" #include "Lighting.cginc"
struct v2f { float4 pos:POSITION;
float4 uv:TEXCOORD0; float3 lightDir:TEXCOORD1; float3 viewDir:TEXCOORD2; }; float4 _MainColor; float4 _specularColor; float _specularNum; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; float _BumpMapScale; fixed _AlphaScale; v2f vert (appdata_full v) { v2f data; data.pos = UnityObjectToClipPos(v.vertex); data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 binormal = cross(normalize(v.tangent),normalize(v.normal))*v.tangent.w; float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal); data.lightDir = ObjSpaceLightDir(v.vertex); data.lightDir = mul(rotation,data.lightDir); data.viewDir = ObjSpaceViewDir(v.vertex); data.viewDir = mul(rotation,data.viewDir); return data; }
fixed4 frag (v2f i) : SV_Target {
float4 packedNormal = tex2D(_BumpMap,i.uv.zw); float3 tangentNormal = UnpackNormal(packedNormal); tangentNormal *= _BumpMapScale;
fixed4 texColor = tex2D(_MainTex,i.uv.xy);
fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb * _MainColor.rgb; fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0,dot(tangentNormal,normalize(i.lightDir))); float3 halfA = normalize(normalize(i.viewDir) + normalize(i.lightDir)); float3 specularColor = _LightColor0.rgb * _specularColor * pow(max(0,dot(tangentNormal,halfA)) , _specularNum); fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + lambertColor + specularColor;
return fixed4(color.rgb , texColor.a *_AlphaScale ); } ENDCG } Pass { Tags { "LightMode"="ForwardBase" } ZWrite off Blend SrcAlpha OneMinusSrcAlpha Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc" #include "Lighting.cginc"
struct v2f { float4 pos:POSITION;
float4 uv:TEXCOORD0; float3 lightDir:TEXCOORD1; float3 viewDir:TEXCOORD2; }; float4 _MainColor; float4 _specularColor; float _specularNum; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; float4 _BumpMap_ST; float _BumpMapScale; fixed _AlphaScale; v2f vert (appdata_full v) { v2f data; data.pos = UnityObjectToClipPos(v.vertex); data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 binormal = cross(normalize(v.tangent),normalize(v.normal))*v.tangent.w; float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal); data.lightDir = ObjSpaceLightDir(v.vertex); data.lightDir = mul(rotation,data.lightDir); data.viewDir = ObjSpaceViewDir(v.vertex); data.viewDir = mul(rotation,data.viewDir); return data; }
fixed4 frag (v2f i) : SV_Target {
float4 packedNormal = tex2D(_BumpMap,i.uv.zw); float3 tangentNormal = UnpackNormal(packedNormal); tangentNormal *= _BumpMapScale;
fixed4 texColor = tex2D(_MainTex,i.uv.xy);
fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb * _MainColor.rgb; fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0,dot(tangentNormal,normalize(i.lightDir))); float3 halfA = normalize(normalize(i.viewDir) + normalize(i.lightDir)); float3 specularColor = _LightColor0.rgb * _specularColor * pow(max(0,dot(tangentNormal,halfA)) , _specularNum); fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + lambertColor + specularColor;
return fixed4(color.rgb , texColor.a *_AlphaScale ); } ENDCG } } }
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