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JJBB/Assets/Project/Shader/MobileDiffuseAlphaTest.shader

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2024-08-23 15:49:34 +08:00
Shader "Zhanyou/Mobile/Transparent/DiffuseAlphaTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
_Emission ("Emission", Range(0, 1)) = 0
}
SubShader {
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
// Forward Base
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#define UNITY_PASS_FORWARDBASE
#include "UnityGiBase.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma vertex vert_Base
#pragma fragment frag
#pragma multi_compile __ PLAYER_HALO_ON
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half _Emission;
uniform half _Cutoff;
fixed4 frag(v2f_Base i) : SV_TARGET
{
fixed4 c = tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
clip(c.a - _Cutoff);
// <20><><EFBFBD><EFBFBD><E7B7A8>
fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z);
// <20><>׼UnityGi<47><69><EFBFBD><EFBFBD>
GET_UNITY_GI_COLOR;
// <20>Է<EFBFBD><D4B7><EFBFBD><E2B9A6>
c.rgb = giColor + c.rgb * _Emission;
#if PLAYER_HALO_ON
c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos);
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
// Forward Add
// ע<><D7A2>ʵ<EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD>ͼֻͨ<D6BB><CDA8>metaͨ<61><CDA8>ʵ<EFBFBD>֣<EFBFBD>Forward Add<64><64><EFBFBD><EFBFBD><EFBFBD>ڱ༭<DAB1><E0BCAD><EFBFBD>޹<EFBFBD><DEB9><EFBFBD><EFBFBD><EFBFBD>ͼʱԤ<CAB1><D4A4>
// <20>򵥴<EFBFBD><F2B5A5B4><EFBFBD><EFBFBD><EFBFBD>Forward AddҲʹ<D2B2>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>պ<EFBFBD><D5BA><EFBFBD>Ұ<EFBFBD><D2B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD>ղ<EFBFBD><D5B2><EFBFBD>
// <20><>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʡȥ<CAA1><C8A5><EFBFBD><EFBFBD><EFBFBD>߹<EFBFBD><DFB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˰<EFBFBD><CBB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E3B7A8>
Pass
{
Name "FORWARD_ADD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#define UNITY_PASS_FORWARDADD
#include "UnityGiBase.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma vertex vert_Add
#pragma fragment frag
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half _Cutoff;
fixed4 frag(v2f_Add i) : SV_TARGET
{
#ifdef LIGHTMAP_ON
fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0);
#else
fixed4 c = tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
half NtoL = max(0.0, i.lightDir.z);
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL;
#endif
clip(c.a - _Cutoff);
UNITY_APPLY_FOG(i.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
// Shadow Caster
// ---- shadow caster pass:
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
half _Cutoff;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; // _MainTex
float3 worldPos : TEXCOORD2;
};
v2f vert (appdata_full v) {
v2f o;
UNITY_TRANSFER_INSTANCE_ID(v,o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 c = tex2D(_MainTex, i.uv);
clip (c.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
// Meta
Pass
{
Name "Meta"
Tags { "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#define UNITY_PASS_META
#include "UnityCG.cginc"
#include "UnityMetaPass.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma skip_variants INSTANCING_ON
uniform half _Cutoff;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half _Emission;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_full v) {
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
fixed4 c = tex2D(_MainTex, i.uv);
clip(c.a - _Cutoff);
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = c.rgb;
metaIN.Emission = c.rgb * _Emission;
return UnityMetaFragment(metaIN);
}
ENDCG
}
}
Fallback "Zhanyou/Mobile/DiffuseEmit"
}