双面渲染的透明效果8.7

//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

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