Unity关闭shader中的光照模型以及如何自定义光照模型

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/RadarWave" {
Properties {
_Color ("Color", Color) = (,,,)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(,)) = 0.5
_Metallic ("Metallic", Range(,)) = 0.0
_TransVal("Transparency Value", Range(,)) = 0.5
_StripWidth("Strip Width", Range(0.1,)) = 0.2
_Speed("Speed", Range(,)) =
}
SubShader {
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
LOD
//Cull Off//关闭背面裁剪
//Lighting Off//此设置在surface shader中不起作用,貌似是在Unlit Shader中使用的
//ZWrite On
//ZTest On
Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
//#pragma surface surf Standard fullforwardshadows alpha vertex:vert
#pragma surface surf NoLightModel fullforwardshadows alpha vertex:vert // Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0 sampler2D _MainTex; struct Input {
float2 uv_MainTex;
float4 modelPos_;
}; half _Glossiness;
half _Metallic;
half _TransVal;
half _StripWidth;
half _Speed;
fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END 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;
//float4 tmp = mul(unity_WorldToObject, IN.modelPos_);
if (fmod(floor((IN.modelPos_.z-_Time.y*_Speed)/ _StripWidth),)!=)
{
//clip(-1);
discard;
}
//o.Alpha = c.a;
o.Alpha = _TransVal;
} void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.modelPos_ = v.vertex;
} //命名规则:Lighting接#pragma suface之后起的名字
//lightDir :点到光源的单位向量 viewDir:点到摄像机的单位向量 atten:衰减系数
float4 LightingNoLightModel(SurfaceOutput s, float3 lightDir, half3 viewDir, half atten)
{
float4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
} ENDCG
}
FallBack "Diffuse"
}
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