演示
实现方案
1.创建一个shader脚本
2.删掉原来的内容:我们自己写
附上完整的shader代码:
Shader "Custom/ZTestAlways"
{Properties {_Color ("Color Tint",Color) = (1,1,1,1)_MainTex("Main Tex",2D) = "white"{}}SubShader{Pass{ZTest AlwaysCGPROGRAM#pragma vertex vert#pragma fragment fragfixed4 _Color;sampler2D _MainTex;float4 _MainTex_ST;struct a2v{float4 texcoord:TEXCOORD0;float4 vertex :POSITION;};struct v2f{float4 pos :SV_POSITION;float2 uv:TEXCOORD2;};v2f vert(a2v v){v2f o;o.pos = UnityObjectToClipPos(v.vertex);o.uv = v.texcoord*_MainTex_ST.xy+_MainTex_ST.zw;return o;}float4 frag(v2f i):SV_Target{fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_Color.rgb;return fixed4(albedo,1.0);}ENDCG}}FallBack "Specular"
}
3创建材质球,选择刚才的shader代码
4.然后附加到你的材质球上就可以看到效果啦