//Upgrade note:replaced ' _world2object ' with ' Unity_worldtoobject '//Upgrade note:replaced ' _world2object ' with ' Unity_worldtoobject 'Shader"Custom/radarwave"{Properties {_color ("Color", Color) = (1,1,1,1) _maintex ("Albedo (RGB)", 2D) =" White"{} _glossiness ("Smoothness", Range (0,1)) =0.5_metallic ("Metallic", Range (0,1)) =0.0_transval ("Transparency Value", Range (0,1)) =0.5_stripwidth ("Strip Width", Range (0.1,Ten)) =0.2_speed (" Speed", Range (1, -)) =1} subshader {Tags {"Rendertype"="Opaque" "Queue"="Transparent"} LOD $ //Cull Off//turn off back cropping//Lighting Off//This setting does not work in surface shader and appears to be used in unlit shader//Zwrite on//ZTest onBlend srcalpha oneminussrcalpha cgprogram//physically based standard lighting model, and enable Shadows on all light types//#pragma surface surf standard fullforwardshadows Alpha Vertex:vert #pragmaSurface surf Nolightmodel fullforwardshadows Alpha Vertex:vert//Use Shader Model 3.0 target, to get nicer looking lighting #pragmaTarget 3.0sampler2d _maintex; structInput {float2 Uv_maintex; FLOAT4 Modelpos_; }; Half _glossiness; Half _metallic; Half _transval; Half _stripwidth; Half _speed; Fixed4 _color; //ADD instancing support for this shader. You need-to-check ' Enable instancing ' on materials, the shader. // Seehttps://docs.unity3d.com/Manual/GPUInstancing.htmlFor more information about instancing. //#pragma instancing_options assumeuniformscalingUnity_instancing_cbuffer_start (Props)//put more per-instance properties hereUnity_instancing_cbuffer_endvoidSurf (Input in, InOut surfaceoutput o) {//Albedo comes from a texture tinted by colorFixed4 C = tex2d (_maintex, In.uv_maintex) *_color; O.albedo=C.rgb; //FLOAT4 tmp = Mul (Unity_worldtoobject, in.modelpos_); if(Fmod ((in.modelpos_.z-_time.y*_speed)/_stripwidth),3)!=0) { //clip ( -1);Discard; } //o.alpha = C.A;O.alpha =_transval; } voidVert (inout Appdata_full V, outInput o) {unity_initialize_output (Input, O); O.modelpos_=V.vertex; } //naming rules: Lighting the name after #pragma suface//Lightdir: Point-to-light unit vector viewdir: point to camera unit vector atten: attenuation factorfloat4 Lightingnolightmodel (surfaceoutput s, float3 Lightdir, Half3 viewdir, half atten) {f LOAT4 C; C.rgb=S.albedo; C.A=S.alpha; returnC; } ENDCG} FallBack"Diffuse"}
Unity turns off the lighting model in shader and how to customize the lighting model