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- Shader "Custom/Alpha Blend With Both Side"
- {
- Properties {
- _Color ("Color Tint", Color) = (1, 1, 1, 1)
- _MainTex ("Main Tex", 2D) = "white" {}
- _AlphaScale ("Alpha Scale", Range(0, 1)) = 1
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
-
- Pass {
- Tags { "LightMode"="ForwardBase" }
-
- // 剔除正面,渲染背面
- Cull Front
-
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "Lighting.cginc"
-
- fixed4 _Color;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed _AlphaScale;
-
- struct a2v {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 pos : SV_POSITION;
- float3 worldNormal : TEXCOORD0;
- float3 worldPos : TEXCOORD1;
- float2 uv : TEXCOORD2;
- };
-
- v2f vert(a2v v) {
- v2f o;
- o.pos = UnityObjectToClipPos(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_Target {
- fixed3 worldNormal = normalize(i.worldNormal);
- fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
-
- fixed4 texColor = tex2D(_MainTex, i.uv);
-
- fixed3 albedo = texColor.rgb * _Color.rgb;
-
- fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
-
- fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
-
- return fixed4(ambient + diffuse, texColor.a * _AlphaScale);
- }
-
- ENDCG
- }
-
- Pass {
- Tags { "LightMode"="ForwardBase" }
-
- // 剔除背面,渲染正面
- Cull Back
-
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "Lighting.cginc"
-
- fixed4 _Color;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed _AlphaScale;
-
- struct a2v {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- };
-
- struct v2f {
- float4 pos : SV_POSITION;
- float3 worldNormal : TEXCOORD0;
- float3 worldPos : TEXCOORD1;
- float2 uv : TEXCOORD2;
- };
-
- v2f vert(a2v v) {
- v2f o;
- o.pos = UnityObjectToClipPos(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_Target {
- fixed3 worldNormal = normalize(i.worldNormal);
- fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
-
- fixed4 texColor = tex2D(_MainTex, i.uv);
-
- fixed3 albedo = texColor.rgb * _Color.rgb;
-
- fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
-
- fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
-
- return fixed4(ambient + diffuse, texColor.a * _AlphaScale);
- }
-
- ENDCG
- }
- }
- FallBack "Transparent/VertexLit"
- }
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