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); // 世界法线 fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z); // 标准UnityGi流程 GET_UNITY_GI_COLOR; // 自发光功能 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 // 注:实际光照贴图只通过meta通道实现,Forward Add仅用于编辑器无光照贴图时预览 // 简单处理,Forward Add也使用顶点计算光照和视野方向,真实光照参数 // 该通道可以省去镜面高光等所需参数,因此按常规算法做 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" }