要实现双面透明无光照只有纹理色的surface shader。
错误的写法:(导致带有曝光)
Shader "Custom/doubleFaceTranspTexColor" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 200
Cull Off
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf MyTexColor alpha:fade
half4 LightingMyTexColor(SurfaceOutput s, half3 lightDir, half atten){
half4 c;
c.rgb=s.Albedo;
c.a=s.Alpha;
return c;
}
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
正确的写法:
Shader "Custom/doubleFaceTranspTexColor" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
LOD 200
Cull Off
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf MyTexColor alpha:fade
half4 LightingMyTexColor(SurfaceOutput s, half3 lightDir, half atten){
half4 c;
c.rgb=half3(0,0,0);
c.a=s.Alpha;
return c;
}
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Emission = c.rgb;
o.Albedo = fixed3(0,0,0);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
参考:http://answers.unity3d.com/questions/272749/how-to-write-unlit-surface-shader.html