182 lines
4.5 KiB
Plaintext
182 lines
4.5 KiB
Plaintext
Shader "Zhanyou/Mobile/Transparent/DiffuseAlphaTest" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0, 1)) = 0.5
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_Emission ("Emission", Range(0, 1)) = 0
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}
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SubShader {
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Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
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// Forward Base
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#define UNITY_PASS_FORWARDBASE
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#include "UnityGiBase.cginc"
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vert_Base
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#pragma fragment frag
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#pragma multi_compile __ PLAYER_HALO_ON
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half _Emission;
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uniform half _Cutoff;
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fixed4 frag(v2f_Base i) : SV_TARGET
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{
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fixed4 c = tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
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clip(c.a - _Cutoff);
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// 世界法线
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fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z);
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// 标准UnityGi流程
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GET_UNITY_GI_COLOR;
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// 自发光功能
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c.rgb = giColor + c.rgb * _Emission;
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#if PLAYER_HALO_ON
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c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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// Forward Add
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// 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
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// 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
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// 该通道可以省去镜面高光等所需参数,因此按常规算法做
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Pass
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{
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Name "FORWARD_ADD"
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Tags { "LightMode" = "ForwardAdd" }
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ZWrite Off
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Blend One One
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CGPROGRAM
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#define UNITY_PASS_FORWARDADD
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#include "UnityGiBase.cginc"
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#pragma multi_compile_fwdadd
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#pragma multi_compile_fog
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#pragma skip_variants INSTANCING_ON
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#pragma vertex vert_Add
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#pragma fragment frag
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half _Cutoff;
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fixed4 frag(v2f_Add i) : SV_TARGET
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{
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#ifdef LIGHTMAP_ON
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fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0);
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#else
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fixed4 c = tex2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
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half NtoL = max(0.0, i.lightDir.z);
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
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c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL;
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#endif
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clip(c.a - _Cutoff);
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UNITY_APPLY_FOG(i.fogCoord, c);
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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ENDCG
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}
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// Shadow Caster
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// ---- shadow caster pass:
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#define UNITY_PASS_SHADOWCASTER
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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half _Cutoff;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1; // _MainTex
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float3 worldPos : TEXCOORD2;
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};
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v2f vert (appdata_full v) {
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v2f o;
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.uv);
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clip (c.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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// Meta
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Pass
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{
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Name "Meta"
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Tags { "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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#define UNITY_PASS_META
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#include "UnityCG.cginc"
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#include "UnityMetaPass.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma skip_variants INSTANCING_ON
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uniform half _Cutoff;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half _Emission;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata_full v) {
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_TARGET
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{
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fixed4 c = tex2D(_MainTex, i.uv);
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clip(c.a - _Cutoff);
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UnityMetaInput metaIN;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
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metaIN.Albedo = c.rgb;
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metaIN.Emission = c.rgb * _Emission;
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return UnityMetaFragment(metaIN);
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}
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ENDCG
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}
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}
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Fallback "Zhanyou/Mobile/DiffuseEmit"
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} |