Cg texturing with alpha blending
2015-10-16 20:02
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Shader "Custom/Cg texturing with alpha blending" { Properties { _MainTex("RGBA Texture Image",2D) = "white"{} } SubShader { Tags { "Queue" = "Transparent" } Pass { Cull Front ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float _Cutoff; struct vertexInput { float4 vertex:POSITION; float4 texcoord:TEXCOORD0 ; } ; struct vertexOutput { float4 pos:SV_POSITION; float4 tex:TEXCOORD0 ; } ; vertexOutput vert(vertexInput input) { vertexOutput output; output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP,input.vertex); return output; } float4 frag(vertexOutput input):COLOR { return tex2D(_MainTex,input.tex.xy); } ENDCG } Pass { Cull Back ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float _Cutoff; struct vertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 tex : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { return tex2D(_MainTex, input.tex.xy); } ENDCG } } Fallback "Unlit/Transparent" }
Shader "Custom/Cg texturing with alpha blending"
{
Properties
{
_MainTex("RGBA Texture Image",2D) = "white"{}
}
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MainTex;
uniform float _Cutoff;
struct vertexInput
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0 ;
} ;
struct vertexOutput
{
float4 pos:SV_POSITION;
float4 tex:TEXCOORD0 ;
} ;
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.tex = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP,input.vertex);
return output;
}
float4 frag(vertexOutput input):COLOR
{
return tex2D(_MainTex,input.tex.xy);
}
ENDCG
}
}
Fallback "Unlit/Transparent"
}
这两个shader有略微的区别,大家可以进unity里测试看一下
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