Unity3d 图片添加shader,透明部分被覆盖,请问shader哪写错了
1条回答
- 长毛象_ 2017-06-16 08:46关注
shader 部分
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex("Base (RGB), Alpha (A)", 2D) = "white" {}
_RendTex("Base (RGB), Alpha (A)", 2D) = "white" {}
}SubShader { LOD 200 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Fog{ Mode Off } Offset -1, -1 ColorMask RGB AlphaTest Greater .01 Blend SrcAlpha OneMinusSrcAlpha ColorMaterial AmbientAndDiffuse CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; sampler2D _RendTex; struct appdata_t { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert(appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.color = v.color; o.texcoord = v.texcoord; return o; } half4 frag(v2f IN) : COLOR { // Sample the texture half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; half4 rnd = tex2D(_RendTex, IN.texcoord) * IN.color; col.a = rnd.a; return col; } ENDCG } }
}
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