Summary
- 알파 블렌딩, ZTest 등의 옵션을 마테리얼에서 설정할 수 있는 반투명 쉐이더
Source Code
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Shader "Custom/CustomizableTransparent"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_Alpha ("Alpha", Range(0, 1)) = 0.5
[Toggle] _ZWrite("Z Write", float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("Z Test", Float) = 4
[Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("SrcBlend Mode", Float) = 5 // SrcAlpha
[Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("DstBlend Mode", Float) = 1 // One
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma surface surf Standard fullforwardshadows keepalpha
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
fixed4 _Color;
float _Alpha;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a * _Alpha;
}
ENDCG
}
FallBack "Transparent"
}