Shader "Custom/AlphaSelfIllum" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
// We use the material in many passes by defining them in the subshader.
// Anything defined here becomes default values for all contained passes.
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Lighting On
SeparateSpecular On
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
// Render the back facing parts of the object.
// If the object is convex, these will always be further away
// than the front-faces.
//控制前面透明度
//Pass {
// Cull Front
// SetTexture [_MainTex] {
// Combine Primary * Texture
// }
//}
// Render the parts of the object facing us.
// If the object is convex, these will be closer than the
// back-faces.
//控制后面透明度
Pass {
Cull Back
SetTexture [_MainTex] {
Combine Primary * Texture
}
}
}
}