Shader "Ares/SpecialEffect/TwoPassReflection" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } //LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return float4(col.xyz,0); } ENDCG } Pass { /* Stencil { Ref 1 //0-255 Comp Equal //default:always Pass keep //default:keep Fail keep //default:keep ZFail keep //default:keep } */ Blend SrcAlpha OneMinusSrcAlpha //ZTest Always Cull front CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "../../Gonbest/Include/Utility/VertexUtilsCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 normal: NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float h:TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.h = -v.vertex.x; v.vertex.x = Mirror(v.vertex,float3(1,0,0.0),float3(2.1,0,0.0)); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); col.a = saturate((0.5-i.h)/2); return col; } ENDCG } } }