Shader "Chapter8/AlphaTestShader"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_Cutoff("_Cutoff",Range(0,1)) = 0.5
}
SubShader
{
Tags{"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TansparentCutout"}
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#program vertex vert
#program fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
struct a2v{
float4 vertex : POSITION;
float3 normal: NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : POSITION;
float3 worldNormal: TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv: TEXCOORD2;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityViewToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o ;
}
fixed4 frag(v2f i):SV_TARGET0{
// 世界空間法線歸一化
fixed3 worldNormal = normalize(i.worldNormal);
// 世界空間光照方向歸一化
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// 對主紋理進行採樣
fixed4 texColor = tex2D(_MainTex,i.uv);
// AlphaTest 如果給定向量或給定標量的任何分量爲負,則終止當前像素輸出
clip(texColor.a - _Cutoff);
//反射率,一般就是在光照之前的原始顏色
fixed3 albedo = texColor.rgb * _Color.rgb;
// 環境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
// 漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
return ambient + diffuse;
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}