unity, unlit surface shader (texColor only surface shader)

要实现双面透明无光照只有纹理色的surface shader。

错误的写法:(导致带有曝光)

Shader "Custom/doubleFaceTranspTexColor" {
  Properties {
    _Color ("Color", Color) = (1,1,1,1)
    _MainTex ("Albedo (RGB)", 2D) = "white" {}
  }
  SubShader {
    Tags { "RenderType"="Transparent" }
    LOD 200

    Cull Off

    Blend SrcAlpha OneMinusSrcAlpha // Alpha blending

    CGPROGRAM
    // Physically based Standard lighting model, and enable shadows on all light types
    #pragma surface surf MyTexColor alpha:fade

    half4 LightingMyTexColor(SurfaceOutput s, half3 lightDir, half atten){
      half4 c;
      c.rgb=s.Albedo;
      c.a=s.Alpha;
      return c;

    }
    // Use shader model 3.0 target, to get nicer looking lighting
    #pragma target 3.0

    sampler2D _MainTex;

    struct Input {
      float2 uv_MainTex;
    };

    fixed4 _Color;

    void surf (Input IN, inout SurfaceOutput 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;
    }
    ENDCG
  }
  FallBack "Diffuse"
}

正确的写法:

Shader "Custom/doubleFaceTranspTexColor" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader {
        Tags { "RenderType"="Transparent" "RenderQueue"="Transparent"}
        LOD 200
        
        Cull Off
        Lighting Off
        Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
        
        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf MyTexColor alpha:fade
        
        half4 LightingMyTexColor(SurfaceOutput s, half3 lightDir, half atten){
            half4 c;
            c.rgb=half3(0,0,0);
            c.a=s.Alpha;
            return c;
        
        }
        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0
        
        

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutput o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Emission = c.rgb;
            o.Albedo = fixed3(0,0,0);
            o.Alpha = c.a;
        }
        ENDCG
    } 
    FallBack "Diffuse"
}

参考:http://answers.unity3d.com/questions/272749/how-to-write-unlit-surface-shader.html

原文地址:https://www.cnblogs.com/wantnon/p/4679871.html