unity双面透明shader
Shader "Glow 11/Unity/Transparent/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_GlowTex ("Glow", 2D) = "" {}
_GlowColor ("Glow Color", Color) = (1,1,1,1)
_GlowStrength ("Glow Strength", Float) = 1.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderEffect"="Glow11Transparent" "RenderType"="Glow11Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Glow 11/Unity/Transparent/VertexLit"
CustomEditor "GlowMatInspector"
}