根据图片的r值来进行透明剔除
Shader “Unlit/Study_TA00”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_MainColor(“MainColor”,Color) = (1,1,1,1)
}
SubShader
{
Tags { “RenderType”=“Transparent” }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0; float4 vertex : SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;float4 _MainColor;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}fixed4 frag (v2f i) : SV_Target{half3 col = _MainColor.xyz;half alpha = tex2D(_MainTex, i.uv).r * _MainColor.a;return half4(col, alpha);}ENDCG}
}
}