Shader "Custom/Alpha/NormalAlpha" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} } SubShader{ Tags { "RenderType" = "Opaque" "Queue" = "Transparent" } LOD 200 CGPROGRAM //再最后添加alpha参数,就可以实现模型的透明设置 #pragma surface surf Lambert alpha // 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" }