// Upgrade NOTE: replaced ‘_World2Object‘ with ‘unity_WorldToObject‘ // Upgrade NOTE: replaced ‘_World2Object‘ with ‘unity_WorldToObject‘ Shader "Custom/RadarWave" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _TransVal("Transparency Value", Range(0,1)) = 0.5 _StripWidth("Strip Width", Range(0.1,10)) = 0.2 _Speed("Speed", Range(1,100)) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue" = "Transparent" } LOD 200 //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),3)!=0) { //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" }