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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