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