// 第 29 章配图用的简单透明面片(烟雾一类的粒子替身):Alpha 混合、不写深度。(GLSL 版,对应 Ch29/SoftQuad.shader) Shader "Cookbook/Ch29/SoftQuad" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" "IgnoreProjector"="True" } Pass { Name "Unlit" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off GLSLPROGRAM uniform sampler2D _BaseMap; uniform vec4 _BaseMap_ST; uniform vec4 _BaseColor; VARYING vec2 uv; #ifdef VERTEX void main() { gl_Position = TransformObjectToHClip(positionOS.xyz); uv = TransformTex(texcoord0.xy, _BaseMap_ST); } #endif #ifdef FRAGMENT void main() { fragColor = texture(_BaseMap, uv) * _BaseColor; } #endif ENDGLSL } } }