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- Shader "Reflective/Diffuse Transperant" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
- _Cube ("Reflection Cubemap", Cube) = "_Skybox" { }
- }
- SubShader {
- LOD 300
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- CGPROGRAM
- #pragma surface surf Lambert alpha
- sampler2D _MainTex;
- samplerCUBE _Cube;
- fixed4 _Color;
- fixed4 _ReflectColor;
- struct Input {
- float2 uv_MainTex;
- float3 worldRefl;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
- fixed4 c = tex * _Color;
- o.Albedo = c.rgb;
-
- fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
- reflcol *= tex.a;
- o.Emission = reflcol.rgb * _ReflectColor.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- FallBack "Reflective/VertexLit"
- }
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