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  • Unity透明Shader

    Shader "Custom/Blocks" {
        Properties {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0
        }
        SubShader {
            Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
            LOD 200
                //Cull front
                Blend SrcAlpha OneMinusSrcAlpha
            
            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows alpha
    
            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0
    
            sampler2D _MainTex;
    
            struct Input {
                float2 uv_MainTex;
            };
    
            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
    
            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_CBUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_CBUFFER_END
    
            void surf (Input IN, inout SurfaceOutputStandard o) {
                // Albedo comes from a texture tinted by color
                fixed4 c = _Color;// tex2D(_MainTex, IN.uv_MainTex) * _Color;
                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }
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  • 原文地址:https://www.cnblogs.com/coolbear/p/7940970.html
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