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核心的思想是用一个透明的PLANE,但是可以显示阴影
Shader "FX/Matte Shadow" { Properties{ _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } SubShader{ Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } LOD 200 Blend Zero SrcColor CGPROGRAM#pragma surface surf ShadowOnly alphatest:_Cutoff fixed4 _Color; struct Input { float2 uv_MainTex; }; inline fixed4 LightingShadowOnly(SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed4 c; c.rgb = s.Albedo*atten; c.a = s.Alpha; return c; } void surf(Input IN, inout SurfaceOutput o) { fixed4 c = _Color; o.Albedo = c.rgb; o.Alpha = 1; } ENDCG } Fallback "Transparent/Cutout/VertexLit"}
http://mec0825.net/blog/?p=126
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