Shader 透明度测试参考代码笔记

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Shader "wacky/s13 Alpha Test"{    Properties{        _Color("Color Tint", Color) = (1,1,1,1)        _MainTex("Main Tex", 2D) = "white"{}        _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5    }    SubShader{        Tags {"Queue" = "AlphaTest" "IgnoreProjector"="True" "RenderType" = "TransparentCutout"}        //"Queue" = "AlphaTest" 队列为AlphaTest         //"IgnoreProjector" = "True" 表示这个Shader不受投影器(Projector)影响        //"RanderType"="TransparentCutout" 归入TransparentCutout组中        Pass{            Tags{"LightMode"="ForwardBase"}            CGPROGRAM            #include "Lighting.cginc"            #pragma vertex vert            #pragma fragment frag            fixed4 _Color;            sampler2D _MainTex;            float4 _MainTex_ST;            fixed _Cutoff;            struct a2v{                float4 vertex:POSITION;                float3 normal:NORMAL;                float4 texcoord:TEXCOORD0;            };            struct v2f{                float4 pos:SV_POSITION;                float3 worldNormal:TEXCOORD0;                float3 worldPos:TEXCOORD1;                float2 uv:TEXCOORD2;            };            v2f vert(a2v v){                v2f f;                f.pos = UnityObjectToClipPos(v.vertex);                f.worldNormal = UnityObjectToWorldNormal(v.normal);                f.worldPos = mul(unity_ObjectToWorld,v.vertex);                f.uv = TRANSFORM_TEX(v.texcoord,_MainTex);                return f;            }            fixed4 frag(v2f f):SV_Target{                fixed3 worldNormal = normalize(f.worldNormal);                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(f.worldPos));                fixed4 texColor = tex2D(_MainTex,f.uv);                clip(texColor.a - _Cutoff);                if((texColor.a - _Cutoff) < 0){                    discard;                }                fixed3 albedo = texColor.rgb * _Color.rgb;                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;                fixed3 diffuse = _LightColor0.rgb * albedo *max(0,dot(worldNormal,worldLightDir));                return fixed4(ambient+diffuse,1);            }            ENDCG        }    }    Fallback "Transparent/Cutout/VertexLit"}