Shader "Custom/AlphaBlend"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
CGPROGRAM
#pragma surface surf Lambert alpha:blend
sampler2D _MainTex, _BumpMap;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
o.Alpha = 0.5;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "Custom/AlphaBlend"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
ColorMask 0
CGPROGRAM
#pragma surface surf _Unlit
struct Input
{
float2 color:COLOR;
};
void surf (Input IN,inout SurfaceOutput o)
{
}
float4 Lighting_Unlit(SurfaceOutput o, float3 lightDir, float atten)
{
return 0;
}
ENDCG
ZWrite off // ZWrite의 기본값은 on 상태이다
CGPROGRAM
#pragma surface surf Lambert alpha:blend
sampler2D _MainTex, _BumpMap;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
o.Alpha = 0.5;
}
ENDCG
}
FallBack "Diffuse"
}