This one does Double Sided Soft Alpha Transparency: 
(这是双面显示+透明)

把下面这段代码复制到新建的shader里面,然后把它拖到相关的材质中就可以了.

Shader "Vegetation" { 
Properties { 
_Color ("Main Color", Color) = (.5, .5, .5, .5) 
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} 
_Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5 
} 
SubShader { 
// Set up basic lighting 
Material { 
Diffuse [_Color] 
Ambient [_Color] 
} 
Lighting On 

// Render both front and back facing polygons. 
Cull Off 

// first pass: 
// render any pixels that are more than [_Cutoff] opaque 
Pass { 
AlphaTest Greater [_Cutoff] 
SetTexture [_MainTex] { 
combine texture * primary, texture 
} 
} 

// Second pass: 
// render in the semitransparent details. 
Pass { 
// Dont write to the depth buffer 
ZWrite off 
// Don't write pixels we have already written. 
ZTest Less 
// Only render pixels less or equal to the value 
AlphaTest LEqual [_Cutoff] 

// Set up alpha blending 
Blend SrcAlpha OneMinusSrcAlpha 

SetTexture [_MainTex] { 
combine texture * primary, texture 
} 
} 
} 
} 




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And this one does Baked Vertex Lighting: 
(这个似乎是烘焙的.还没试过)


Shader "Baked Vertex Lighting/Vertex Lit" { 
Properties { 
_Color ("Main Color", Color) = (1,1,1,1) 
_SpecColor ("Spec Color", Color) = (1,1,1,1) 
_Emission ("Emmisive Color", Color) = (0,0,0,0) 
_Shininess ("Shininess", Range (0.01, 1)) = 0.7 
_MainTex ("Base (RGB)", 2D) = "white" { } 
} 

SubShader { 
Pass { 
Material { 
Diffuse [_Color] 
Ambient [_Color] 
Shininess [_Shininess] 
Specular [_SpecColor] 
Emission [_Emission] 
} 
Lighting Off 
Cull Off 
SeperateSpecular On 
SetTexture [_MainTex] { 
constantColor [_Color] 
Combine texture * primary DOUBLE, texture * constant 
} 
} 

Pass { 
Blend One One 
Lighting Off 
Cull Off 

BindChannels { 
Bind "Vertex", vertex 
Bind "TexCoord", texcoord 
Bind "Color", color 
} 

SetTexture [_MainTex] { 
Combine primary * texture 
} 
SetTexture [_MainTex] { 
constantColor [_Color] 
Combine previous * constant 
} 
} 
} 
}