原理:根据深度建立两个pass,小于当前被挡物体的正常显示,大于被挡物体的返回一个纯色
Shader "Custom/XRay" {
Properties {
_MainTex("Albedo", 2D) = "white" {}
_AfterColor ("After Color", Color) = (0.435, 0.851, 1, 0.419)
}
SubShader {
Tags { "RenderType"="transparent" }
LOD 200
pass
{
Tags { "LightMode" = "Vertex" }
Blend One OneMinusSrcColor
Cull Off
Lighting Off
ZWrite Off
Ztest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _AfterColor;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
};
fixed4 frag(v2f i) : COLOR
{
return 2.0 * _AfterColor;
}
ENDCG
}
pass
{
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex, i.uv);
return texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}
当然被挡住的部也可以做得更好看,比如显示成另外的贴图
Shader "Custom/XRay2" {
Properties {
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_AfterTex("_AfterTex", 2D) = "white" {}
_AfterColor ("After Color", Color) = (0.435, 0.851, 1, 0.419)
}
SubShader {
Tags { "RenderType"="transparent" }
LOD 300
Blend SrcAlpha OneMinusSrcAlpha
pass
{
Tags { "LightMode" = "Vertex" }
Blend One OneMinusSrcColor
Cull Off
Lighting Off
ZWrite Off
Ztest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _AfterTex;
float4 _AfterColor;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
half2 coord;
float3 normal = mul(UNITY_MATRIX_IT_MV, v.normal);
coord.x = normal.x;
coord.y = normal.y;
o.uv = coord * 0.5 + 0.5;
return o;
};
fixed4 frag(v2f i) : COLOR
{
float4 col = tex2D(_AfterTex, i.uv);
return col * 2.0 * _AfterColor;
}
ENDCG
}
pass
{
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex, i.uv);
return texCol;
}
ENDCG
}
}
}