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88 lines
2.2 KiB
88 lines
2.2 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 9/Alpha Blend With Shadow" { |
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Properties { |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_MainTex ("Main Tex", 2D) = "white" {} |
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_AlphaScale ("Alpha Scale", Range(0, 1)) = 1 |
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} |
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SubShader { |
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma multi_compile_fwdbase |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Lighting.cginc" |
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#include "AutoLight.cginc" |
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fixed4 _Color; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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fixed _AlphaScale; |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float3 worldNormal : TEXCOORD0; |
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float3 worldPos : TEXCOORD1; |
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float2 uv : TEXCOORD2; |
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SHADOW_COORDS(3) |
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}; |
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v2f vert(a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.worldNormal = UnityObjectToWorldNormal(v.normal); |
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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// Pass shadow coordinates to pixel shader |
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TRANSFER_SHADOW(o); |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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fixed3 worldNormal = normalize(i.worldNormal); |
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fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); |
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fixed4 texColor = tex2D(_MainTex, i.uv); |
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fixed3 albedo = texColor.rgb * _Color.rgb; |
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; |
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fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); |
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// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos |
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UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); |
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return fixed4(ambient + diffuse * atten, texColor.a * _AlphaScale); |
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} |
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ENDCG |
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} |
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} |
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FallBack "Transparent/VertexLit" |
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// Or force to apply shadow |
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// FallBack "VertexLit" |
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}
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