CleanBlend.shader
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Shader "I_Jemin/CleanBlend" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "black" {}
_AlphaOpacity ("Opacity", Range(0,1)) = 0.5
}
SubShader {
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
// fist pass
pass {
zwrite on // record z
ColorMask 0
}
// second pass
zwrite off // off z
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _NormalMap;
float _AlphaOpacity;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ;
o.Albedo = c.rgb;
o.Alpha = _AlphaOpacity;
}
ENDCG
}
FallBack "Diffuse"
}