Shader切割部分透明

发表于2018-05-24
评论0 3k浏览
下面来看看是如何通过shader实现切割部分透明的。

代码如下:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'  
// Shader created with Shader Forge v1.28   
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/  
// Note: Manually altering this data may prevent you from opening it in Shader Forge  
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Shader "Custom/ConstructStandard" {  
    Properties {  
        _MainColor ("MainColor", Color) = (0.5019608,0.5019608,0.5019608,1)  
        _MainTex ("MainTex", 2D) = "white" {}  
        _BumpMap ("Normal Map", 2D) = "bump" {}  
        _Metallic ("Metallic", Range(0, 1)) = 0  
        _Gloss ("Gloss", Range(0, 1)) = 0.8  
        _WorldPosY ("WorldPosY", Float ) = 0  
        _Height ("Height", Float ) = -0.05  
        _TopColor ("TopColor", Color) = (0.5,0.5,0.5,1)  
        _SecondTex ("SecondTex", 2D) = "white" {}  
        _SecondColor ("SecondColor", Color) = (0.5,0.5,0.5,1)  
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5  
    }  
    SubShader {  
        Tags {  
            "Queue"="AlphaTest"  
            "RenderType"="TransparentCutout"  
        }  
        Pass {  
            Name "FORWARD"  
            Tags {  
                "LightMode"="ForwardBase"  
            }  
            Cull Off  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
            #define UNITY_PASS_FORWARDBASE  
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )  
            #define _GLOSSYENV 1  
            #include "UnityCG.cginc"  
            #include "AutoLight.cginc"  
            #include "Lighting.cginc"  
            #include "UnityPBSLighting.cginc"  
            #include "UnityStandardBRDF.cginc"  
            #pragma multi_compile_fwdbase_fullshadows  
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON  
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE  
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON  
            #pragma multi_compile_fog  
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2   
            #pragma target 3.0  
            uniform float4 _MainColor;  
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;  
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;  
            uniform float _Metallic;  
            uniform float _Gloss;  
            uniform float _WorldPosY;  
            uniform float _Height;  
            uniform float4 _TopColor;  
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;  
            uniform float4 _SecondColor;  
            struct VertexInput {  
                float4 vertex : POSITION;  
                float3 normal : NORMAL;  
                float4 tangent : TANGENT;  
                float2 texcoord0 : TEXCOORD0;  
                float2 texcoord1 : TEXCOORD1;  
                float2 texcoord2 : TEXCOORD2;  
            };  
            struct VertexOutput {  
                float4 pos : SV_POSITION;  
                float2 uv0 : TEXCOORD0;  
                float2 uv1 : TEXCOORD1;  
                float2 uv2 : TEXCOORD2;  
                float4 posWorld : TEXCOORD3;  
                float3 normalDir : TEXCOORD4;  
                float3 tangentDir : TEXCOORD5;  
                float3 bitangentDir : TEXCOORD6;  
                LIGHTING_COORDS(7,8)  
                UNITY_FOG_COORDS(9)  
                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)  
                    float4 ambientOrLightmapUV : TEXCOORD10;  
                #endif  
            };  
            VertexOutput vert (VertexInput v) {  
                VertexOutput o = (VertexOutput)0;  
                o.uv0 = v.texcoord0;  
                o.uv1 = v.texcoord1;  
                o.uv2 = v.texcoord2;  
                #ifdef LIGHTMAP_ON  
                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;  
                    o.ambientOrLightmapUV.zw = 0;  
                #elif UNITY_SHOULD_SAMPLE_SH  
                #endif  
                #ifdef DYNAMICLIGHTMAP_ON  
                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;  
                #endif  
                o.normalDir = UnityObjectToWorldNormal(v.normal);  
                o.tangentDir = normalize( mul(_Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );  
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);  
                o.posWorld = mul(_Object2World, v.vertex);  
                float3 lightColor = _LightColor0.rgb;  
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );  
                UNITY_TRANSFER_FOG(o,o.pos);  
                TRANSFER_VERTEX_TO_FRAGMENT(o)  
                return o;  
            }  
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {  
                float isFrontFace = ( facing >= 0 ? 1 : 0 );  
                float faceSign = ( facing >= 0 ? 1 : -1 );  
                i.normalDir = normalize(i.normalDir);  
                i.normalDir *= faceSign;  
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);  
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);  
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));  
                float3 normalLocal = _BumpMap_var.rgb;  
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals  
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );  
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);  
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);  
                float node_8806 = 0.0;  
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);  
                clip(node_4011 - 0.5);  
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);  
                float3 lightColor = _LightColor0.rgb;  
                float3 halfDirection = normalize(viewDirection+lightDirection);  
////// Lighting:  
                float attenuation = LIGHT_ATTENUATION(i);  
                float3 attenColor = attenuation * _LightColor0.xyz;  
                float Pi = 3.141592654;  
                float InvPi = 0.31830988618;  
///////// Gloss:  
                float gloss = _Gloss;  
                float specPow = exp2( gloss * 10.0+1.0);  
/////// GI Data:  
                UnityLight light;  
                #ifdef LIGHTMAP_OFF  
                    light.color = lightColor;  
                    light.dir = lightDirection;  
                    light.ndotl = LambertTerm (normalDirection, light.dir);  
                #else  
                    light.color = half3(0.f, 0.f, 0.f);  
                    light.ndotl = 0.0f;  
                    light.dir = half3(0.f, 0.f, 0.f);  
                #endif  
                UnityGIInput d;  
                d.light = light;  
                d.worldPos = i.posWorld.xyz;  
                d.worldViewDir = viewDirection;  
                d.atten = attenuation;  
                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)  
                    d.ambient = 0;  
                    d.lightmapUV = i.ambientOrLightmapUV;  
                #else  
                    d.ambient = i.ambientOrLightmapUV;  
                #endif  
                d.boxMax[0] = unity_SpecCube0_BoxMax;  
                d.boxMin[0] = unity_SpecCube0_BoxMin;  
                d.probePosition[0] = unity_SpecCube0_ProbePosition;  
                d.probeHDR[0] = unity_SpecCube0_HDR;  
                d.boxMax[1] = unity_SpecCube1_BoxMax;  
                d.boxMin[1] = unity_SpecCube1_BoxMin;  
                d.probePosition[1] = unity_SpecCube1_ProbePosition;  
                d.probeHDR[1] = unity_SpecCube1_HDR;  
                Unity_GlossyEnvironmentData ugls_en_data;  
                ugls_en_data.roughness = 1.0 - gloss;  
                ugls_en_data.reflUVW = viewReflectDirection;  
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );  
                lightDirection = gi.light.dir;  
                lightColor = gi.light.color;  
////// Specular:  
                float NdotL = max(0, dot( normalDirection, lightDirection ));  
                float LdotH = max(0.0,dot(lightDirection, halfDirection));  
                float3 specularColor = _Metallic;  
                float specularMonochrome;  
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);  
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));  
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));  
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));  
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);  
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);  
                float3 diffuseColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB); // Need this for specular when using metallic  
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );  
                specularMonochrome = 1.0-specularMonochrome;  
                float NdotV = max(0.0,dot( normalDirection, viewDirection ));  
                float NdotH = max(0.0,dot( normalDirection, halfDirection ));  
                float VdotH = max(0.0,dot( viewDirection, halfDirection ));  
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );  
                float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));  
                float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);  
                if (IsGammaSpace())  
                    specularPBL = sqrt(max(1e-4h, specularPBL));  
                specularPBL = max(0, specularPBL * NdotL);  
                float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);  
                half grazingTerm = saturate( gloss + specularMonochrome );  
                float3 indirectSpecular = (gi.indirect.specular);  
                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);  
                float3 specular = (directSpecular + indirectSpecular);  
/////// Diffuse:  
                NdotL = max(0.0,dot( normalDirection, lightDirection ));  
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);  
                float nlPow5 = Pow5(1-NdotL);  
                float nvPow5 = Pow5(1-NdotV);  
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;  
                float3 indirectDiffuse = float3(0,0,0);  
                indirectDiffuse += gi.indirect.diffuse;  
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;  
////// Emissive:  
                float3 emissive = node_9724;  
/// Final Color:  
                float3 finalColor = diffuse + specular + emissive;  
                fixed4 finalRGBA = fixed4(finalColor,1);  
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);  
                return finalRGBA;  
            }  
            ENDCG  
        }  
        Pass {  
            Name "FORWARD_DELTA"  
            Tags {  
                "LightMode"="ForwardAdd"  
            }  
            Blend One One  
            Cull Off  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
            #define UNITY_PASS_FORWARDADD  
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )  
            #define _GLOSSYENV 1  
            #include "UnityCG.cginc"  
            #include "AutoLight.cginc"  
            #include "Lighting.cginc"  
            #include "UnityPBSLighting.cginc"  
            #include "UnityStandardBRDF.cginc"  
            #pragma multi_compile_fwdadd_fullshadows  
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON  
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE  
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON  
            #pragma multi_compile_fog  
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2   
            #pragma target 3.0  
            uniform float4 _MainColor;  
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;  
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;  
            uniform float _Metallic;  
            uniform float _Gloss;  
            uniform float _WorldPosY;  
            uniform float _Height;  
            uniform float4 _TopColor;  
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;  
            uniform float4 _SecondColor;  
            struct VertexInput {  
                float4 vertex : POSITION;  
                float3 normal : NORMAL;  
                float4 tangent : TANGENT;  
                float2 texcoord0 : TEXCOORD0;  
                float2 texcoord1 : TEXCOORD1;  
                float2 texcoord2 : TEXCOORD2;  
            };  
            struct VertexOutput {  
                float4 pos : SV_POSITION;  
                float2 uv0 : TEXCOORD0;  
                float2 uv1 : TEXCOORD1;  
                float2 uv2 : TEXCOORD2;  
                float4 posWorld : TEXCOORD3;  
                float3 normalDir : TEXCOORD4;  
                float3 tangentDir : TEXCOORD5;  
                float3 bitangentDir : TEXCOORD6;  
                LIGHTING_COORDS(7,8)  
                UNITY_FOG_COORDS(9)  
            };  
            VertexOutput vert (VertexInput v) {  
                VertexOutput o = (VertexOutput)0;  
                o.uv0 = v.texcoord0;  
                o.uv1 = v.texcoord1;  
                o.uv2 = v.texcoord2;  
                o.normalDir = UnityObjectToWorldNormal(v.normal);  
                o.tangentDir = normalize( mul(_Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );  
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);  
                o.posWorld = mul(_Object2World, v.vertex);  
                float3 lightColor = _LightColor0.rgb;  
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );  
                UNITY_TRANSFER_FOG(o,o.pos);  
                TRANSFER_VERTEX_TO_FRAGMENT(o)  
                return o;  
            }  
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {  
                float isFrontFace = ( facing >= 0 ? 1 : 0 );  
                float faceSign = ( facing >= 0 ? 1 : -1 );  
                i.normalDir = normalize(i.normalDir);  
                i.normalDir *= faceSign;  
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);  
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);  
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));  
                float3 normalLocal = _BumpMap_var.rgb;  
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals  
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);  
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);  
                float node_8806 = 0.0;  
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);  
                clip(node_4011 - 0.5);  
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));  
                float3 lightColor = _LightColor0.rgb;  
                float3 halfDirection = normalize(viewDirection+lightDirection);  
////// Lighting:  
                float attenuation = LIGHT_ATTENUATION(i);  
                float3 attenColor = attenuation * _LightColor0.xyz;  
                float Pi = 3.141592654;  
                float InvPi = 0.31830988618;  
///////// Gloss:  
                float gloss = _Gloss;  
                float specPow = exp2( gloss * 10.0+1.0);  
////// Specular:  
                float NdotL = max(0, dot( normalDirection, lightDirection ));  
                float LdotH = max(0.0,dot(lightDirection, halfDirection));  
                float3 specularColor = _Metallic;  
                float specularMonochrome;  
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);  
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));  
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));  
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));  
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);  
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);  
                float3 diffuseColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB); // Need this for specular when using metallic  
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );  
                specularMonochrome = 1.0-specularMonochrome;  
                float NdotV = max(0.0,dot( normalDirection, viewDirection ));  
                float NdotH = max(0.0,dot( normalDirection, halfDirection ));  
                float VdotH = max(0.0,dot( viewDirection, halfDirection ));  
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );  
                float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));  
                float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);  
                if (IsGammaSpace())  
                    specularPBL = sqrt(max(1e-4h, specularPBL));  
                specularPBL = max(0, specularPBL * NdotL);  
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);  
                float3 specular = directSpecular;  
/////// Diffuse:  
                NdotL = max(0.0,dot( normalDirection, lightDirection ));  
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);  
                float nlPow5 = Pow5(1-NdotL);  
                float nvPow5 = Pow5(1-NdotV);  
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;  
                float3 diffuse = directDiffuse * diffuseColor;  
/// Final Color:  
                float3 finalColor = diffuse + specular;  
                fixed4 finalRGBA = fixed4(finalColor * 1,0);  
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);  
                return finalRGBA;  
            }  
            ENDCG  
        }  
        Pass {  
            Name "ShadowCaster"  
            Tags {  
                "LightMode"="ShadowCaster"  
            }  
            Offset 1, 1  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
            #define UNITY_PASS_SHADOWCASTER  
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )  
            #define _GLOSSYENV 1  
            #include "UnityCG.cginc"  
            #include "Lighting.cginc"  
            #include "UnityPBSLighting.cginc"  
            #include "UnityStandardBRDF.cginc"  
            #pragma fragmentoption ARB_precision_hint_fastest  
            #pragma multi_compile_shadowcaster  
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON  
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE  
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON  
            #pragma multi_compile_fog  
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2   
            #pragma target 3.0  
            uniform float _WorldPosY;  
            struct VertexInput {  
                float4 vertex : POSITION;  
                float2 texcoord1 : TEXCOORD1;  
                float2 texcoord2 : TEXCOORD2;  
            };  
            struct VertexOutput {  
                V2F_SHADOW_CASTER;  
                float2 uv1 : TEXCOORD1;  
                float2 uv2 : TEXCOORD2;  
                float4 posWorld : TEXCOORD3;  
            };  
            VertexOutput vert (VertexInput v) {  
                VertexOutput o = (VertexOutput)0;  
                o.uv1 = v.texcoord1;  
                o.uv2 = v.texcoord2;  
                o.posWorld = mul(_Object2World, v.vertex);  
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );  
                TRANSFER_SHADOW_CASTER(o)  
                return o;  
            }  
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {  
                float isFrontFace = ( facing >= 0 ? 1 : 0 );  
                float faceSign = ( facing >= 0 ? 1 : -1 );  
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);  
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);  
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);  
                float node_8806 = 0.0;  
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);  
                clip(node_4011 - 0.5);  
                SHADOW_CASTER_FRAGMENT(i)  
            }  
            ENDCG  
        }  
        Pass {  
            Name "Meta"  
            Tags {  
                "LightMode"="Meta"  
            }  
            Cull Off  
            CGPROGRAM  
            #pragma vertex vert  
            #pragma fragment frag  
            #define UNITY_PASS_META 1  
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )  
            #define _GLOSSYENV 1  
            #include "UnityCG.cginc"  
            #include "Lighting.cginc"  
            #include "UnityPBSLighting.cginc"  
            #include "UnityStandardBRDF.cginc"  
            #include "UnityMetaPass.cginc"  
            #pragma fragmentoption ARB_precision_hint_fastest  
            #pragma multi_compile_shadowcaster  
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON  
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE  
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON  
            #pragma multi_compile_fog  
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2   
            #pragma target 3.0  
            uniform float4 _MainColor;  
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;  
            uniform float _Metallic;  
            uniform float _Gloss;  
            uniform float _WorldPosY;  
            uniform float _Height;  
            uniform float4 _TopColor;  
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;  
            uniform float4 _SecondColor;  
            struct VertexInput {  
                float4 vertex : POSITION;  
                float2 texcoord0 : TEXCOORD0;  
                float2 texcoord1 : TEXCOORD1;  
                float2 texcoord2 : TEXCOORD2;  
            };  
            struct VertexOutput {  
                float4 pos : SV_POSITION;  
                float2 uv0 : TEXCOORD0;  
                float2 uv1 : TEXCOORD1;  
                float2 uv2 : TEXCOORD2;  
                float4 posWorld : TEXCOORD3;  
            };  
            VertexOutput vert (VertexInput v) {  
                VertexOutput o = (VertexOutput)0;  
                o.uv0 = v.texcoord0;  
                o.uv1 = v.texcoord1;  
                o.uv2 = v.texcoord2;  
                o.posWorld = mul(_Object2World, v.vertex);  
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );  
                return o;  
            }  
            float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {  
                float isFrontFace = ( facing >= 0 ? 1 : 0 );  
                float faceSign = ( facing >= 0 ? 1 : -1 );  
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);  
                UnityMetaInput o;  
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );  
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));  
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);  
                o.Emission = node_9724;  
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);  
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));  
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));  
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);  
                float3 diffColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB);  
                float specularMonochrome;  
                float3 specColor;  
                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );  
                float roughness = 1.0 - _Gloss;  
                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;  
                return UnityMetaFragment( o );  
            }  
            ENDCG  
        }  
    }  
    FallBack "Diffuse"  
    CustomEditor "ShaderForgeMaterialInspector"  
} 
来自:https://blog.csdn.net/yushengqi12345/article/details/77238389

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