surfaceShader加cutoff和cull

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在surface shader中加cutoff,参考”Legacy Shaders/Transparent/Cutout/Diffuse”

  • _Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5
  • Tags {“Queue”=”AlphaTest” “IgnoreProjector”=”True” “RenderType”=”TransparentCutout”}
  • #pragma surface surf Lambert alphatest:_Cutoff
  • surf函数里记得赋值给a:o.Alpha = c.a;
  • 注意:cutoff和blend会费,尽量区分开

加背面剔除选项

  • [Enum(UnityEngine.Rendering.CullMode)] _Cull (“Cull Mode”, Float) = 2 //默认是back,省,双面会费
  • SubShader
    {
    Tags {……}
    Cull [_Cull]
    CGPROGRAM
    ……
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