Unity3D 玻璃 Shader



Shader "Custom/Glass" {
// Upgrade NOTE: replaced 'SeperateSpecular' with 'SeparateSpecular'

  Properties {
   _Color ("Main Color", Color) = (1,1,1,1)
   _SpecColor ("Spec Color", Color) = (1,1,1,0)
   _Emission ("Emmisive Color", Color) = (0,0,0,0)
   _Shininess ("Shininess", Range (0.1, 1)) = 0.7
   _MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white" { }
  }
 
  Category {
   ZWrite Off
   Cull Off
   Alphatest Greater 0
   Tags {Queue=Transparent}
   Blend SrcAlpha OneMinusSrcAlpha
   SubShader {
    Material {
     Diffuse [_Color]
     Ambient [_Color]
     Shininess [_Shininess]
     Specular [_SpecColor]
     Emission [_Emission] 
    }
    Pass {
     Lighting On
     SeparateSpecular On
     SetTexture [_MainTex] {
      constantColor [_Color]
      Combine texture * primary DOUBLE, texture * constant
     }
    }
   }
  }
 }

原文地址:https://www.cnblogs.com/clnchanpin/p/6879835.html