unity自发光透明shader
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Shader "Custom/AlphaSelfIllum" {Properties { _Color ("Main Color", Color) = (1,1,1,0) _SpecColor ("Spec Color", Color) = (1,1,1,1) _Emission ("Emmisive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.01, 1)) = 0.7 _MainTex ("Base (RGB)", 2D) = "white" { } } SubShader { // We use the material in many passes by defining them in the subshader. // Anything defined here becomes default values for all contained passes. Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On // Set up alpha blending Blend SrcAlpha OneMinusSrcAlpha // Render the back facing parts of the object. // If the object is convex, these will always be further away // than the front-faces. //控制前面透明度 //Pass { // Cull Front // SetTexture [_MainTex] { // Combine Primary * Texture // } //} // Render the parts of the object facing us. // If the object is convex, these will be closer than the // back-faces. //控制后面透明度 Pass { Cull Back SetTexture [_MainTex] { Combine Primary * Texture } } }}
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