Shader "Unlit/LightArea_SRP" { Properties { _MainTex ("Texture", 2D) = "white" {} _Alpha ("Alpha", Range(0, 1)) = 1 } SubShader { Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } LOD 100 Pass { // Name "LightArea" Tags { "LightMode" = "LightArea" "UniversalMaterialType" = "SimpleLit" } // 开启混合 Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest Always Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 positionHCS : SV_POSITION; float passAlpha : COLOR1; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float _Alpha; CBUFFER_END v2f vert (appdata v) { v2f o; o.positionHCS = TransformObjectToHClip(v.positionOS.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.passAlpha = _Alpha; return o; } half4 frag (v2f i) : SV_Target { // sample the texture half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); col *= i.passAlpha; return col; } ENDHLSL } } // Fallback "Universal Render Pipeline/Unlit" }