//8.7 双面渲染的透明效果
Shader "Unlit/Chapter8-AlphaBlendBothSided"
{
Properties
{
_Color("Main Tint",Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
_AlphaScale("Alpha Scale",Range(0,1)) = 1
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
/*pass {
ZWrite On
ColorMask 0}*/
pass {
Tags{ "LightMode" = "ForwardBase" }
//剔除前面
Cull Front
//ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed3 albedo = texColor.rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse = _LightColor0.rgb*albedo*max(0, dot(worldNormal, worldLightDir));
return fixed4(ambient + diffuse, texColor.a*_AlphaScale);
}
ENDCG
}
pass {
Tags{ "LightMode" = "ForwardBase" }
//剔除背面
Cull Back
//ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) :SV_Target{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed3 albedo = texColor.rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse = _LightColor0.rgb*albedo*max(0, dot(worldNormal, worldLightDir));
return fixed4(ambient + diffuse, texColor.a*_AlphaScale);
}
ENDCG
}
}
Fallback"Transparent/VertexLit"
}
这里做了改动,把深度写入给打开了