透明测试与透明混合实现 - UnityShader

透明测试 - 将透明度不足的像素不进行渲染,否则渲染
透明混合 - 就是我们常看到的透明物体

透明测试

Shader "Transparent/AlphaTest"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Main Tint", Color) = (1, 1, 1, 1)
        _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
    }
    SubShader
    {
        Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"} 

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <UnityShaderUtilities.cginc>
            #include <UnityLightingCommon.cginc>

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.uv = TRANSFORM_UV(v.texcoord);
                return o;
            }

            sampler2D _MainTex;
            fixed4 _Color;
            fixed _Cutoff;

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;

                fixed3 worNormal = normalize(i.worldNormal);

                fixed3 litDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));

                //当给定值小于0时,舍弃这个像素
                /*
                 * void chip(float4 x)
                 * {
                 *  if (any(x < 0))
                 *      discard
                 * }
                 */
                clip(albedo.a - _Cutoff);
                
                //获得环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;

                //获得漫反射 半兰伯特
                fixed3 diffuse = _LightColor0.rgb * albedo.rgb * (dot(worNormal, litDir) * 0.5 + 0.5);

                //获得高光反射 Phong
                fixed3 reflectDir = normalize(reflect(-litDir, worNormal));
                fixed3 specular = _LightColor0.rgb * pow(saturate(dot(reflectDir, viewDir)), 20);
                //获得高光反射 Blinm - Phong
                //fixed3 halfDir = normalize(litDir + viewDir);
                //fixed3 specular = _LightColor0.rgb * pow(saturate(dot(halfDir, worNormal)), 20);

                return fixed4(ambient + diffuse + specular, 1.0);
            }
            ENDCG
        }
    }
    
    Fallback "Transparent/Cutout/VertexLit"
}

透明混合 - (渲染简单物体,无法渲染复杂的非凸网格)

Shader "Transparent/AlphaBlend"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1, 1)
        _AlphaScale ("Alpha Scale", Float) = 1
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        
        Pass
        {
            //关闭深度写入
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <UnityShaderUtilities.cginc>
            #include <UnityLightingCommon.cginc>

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed _AlphaScale;

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.uv = TRANSFORM_UV(v.texcoord);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //获得对应像素
                fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;

                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 litDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                
                //获得环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;

                //获得漫反射
                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(litDir, worldNormal));

                return fixed4(ambient + diffuse, albedo.a * _AlphaScale);
            }
            ENDCG
        }
    }
    
    Fallback "Transparent/VertexLit"
}

透明混合 - (对复杂非凸网格有效,但消耗性能)

Shader "Transparent/AlphaBlend"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1, 1)
        _AlphaScale ("Alpha Scale", Range(0, 1)) = 1
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        
        Pass
        {
            //开启深度写入
            ZWrite On
            //颜色通道掩码
            ColorMAsk 0
            
            //将深度信息写入缓存   
        }
        
        Pass
        {
            //关闭深度写入
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <UnityShaderUtilities.cginc>
            #include <UnityLightingCommon.cginc>

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed _AlphaScale;

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.uv = TRANSFORM_UV(v.texcoord);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //获得对应像素
                fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;

                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 litDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                
                //获得环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;

                //获得漫反射
                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(litDir, worldNormal));

                return fixed4(ambient + diffuse, albedo.a * _AlphaScale);
            }
            ENDCG
        }
    }
    
    Fallback "Transparent/VertexLit"
}

双面渲染透明 - (凸网格才行,否则渲染将会出错)

Shader "Transparent/AlphaBlend"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Main Tex", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1, 1)
        _AlphaScale ("Alpha Scale", Range(0, 1)) = 1
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        
        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            
            //剔除
            Cull Front
            //开启深度写入
            ZWrite On
            //颜色通道掩码
            ColorMAsk 0
            
            //将深度信息写入缓存
        }
        
        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            
            //剔除
            Cull Back
            //关闭深度写入
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            BlendOp Add
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <UnityShaderUtilities.cginc>
            #include <UnityLightingCommon.cginc>

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed _AlphaScale;

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.uv = TRANSFORM_UV(v.texcoord);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //获得对应像素
                fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;

                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 litDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                
                //获得环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;

                //获得漫反射
                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(litDir, worldNormal));

                //获得高光
                fixed3 reflectDir = normalize(reflect(-litDir, worldNormal));
                fixed3 specular = _LightColor0.rgb * saturate(pow(dot(reflectDir, viewDir), 20));

                return fixed4(ambient + diffuse, albedo.a * _AlphaScale);
            }
            ENDCG
        }
    }
    
    Fallback "Transparent/VertexLit"
}

来源为 Unity Shader 入门精要这本书 - 基础纹理和法线纹理的实现

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