JJBB/Assets/Project/Shader/PlayerTransparent.shader

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2024-08-23 15:49:34 +08:00
Shader "Zhanyou/Character/PlayerTransparent"
{
Properties
{
_MainTex("Main Tex", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
// 内发光边线颜色
_OutlineColor("OutLine Color", Color) = (0.389, 0.377, 0.471, 1.0)
// 内发光边线倍数
_Outline("OutLine Power", float) = 22
}
Category
{
Tags { "Queue"="AlphaTest+52" "IgnoreProjector"="True" "RenderType"="CharacterCutout" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
Lighting Off
ZWrite Off
ZTest LEqual
Offset 0, -0.01
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile __ UseRimColor
#include "UnityCG.cginc"
#include "Gles2Helper.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _Color;
uniform half _Cutoff;
uniform half4 _OutlineColor;
uniform half _Outline;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
#if UseRimColor
float3 normal : NORMAL;
float4 tangent : TANGENT;
#endif
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#if UseRimColor
float rim : TEXCOORD3;
#endif
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
#if UseRimColor
half3 objectViewDir = ObjSpaceViewDir(v.vertex);
TANGENT_SPACE_ROTATION;
o.rim = saturate(1 - normalize(MUL_3x3_WITH_VECTOR(rotation, objectViewDir)).z);
o.rim = pow(o.rim, _Outline);
#endif
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 c = tex2D(_MainTex, i.texcoord);
clip (c.a - _Cutoff);
c.rgb *= _Color.rgb;
c.a *= _Color.a;
#if UseRimColor
c.rgb += _OutlineColor.rgb * _OutlineColor.a * i.rim;
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "PlayerTransparentShaderGui"
Fallback "Unlit/Texture"
}
}