今天我们来看一下unity透明双面shader。
- Shader "Glow 11/Unity/Transparent/Diffuse"
- {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _GlowTex ("Glow", 2D) = "" {}
- _GlowColor ("Glow Color", Color) = (1,1,1,1)
- _GlowStrength ("Glow Strength", Float) = 1.0
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderEffect"="Glow11Transparent" "RenderType"="Glow11Transparent" }
- LOD 200
- CGPROGRAM
- #pragma surface surf Lambert alpha
- sampler2D _MainTex;
- fixed4 _Color;
- struct Input {
- float2 uv_MainTex;
- };
- void surf (Input IN, inout SurfaceOutput o)
- {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Glow 11/Unity/Transparent/VertexLit"
- CustomEditor "GlowMatInspector"
- }