Fragment shader--- Alpha与blend运算

可能是unity版本的问题

遇到的问题:当加上透明的tag后,视频中的两个物体重叠在一起是不透明的,但是我的代码中物体是正常显示的

Shader "Custom/s_alpha_two" {
	

	SubShader{
		tags{ "queue" = "transparent" }

		pass {
		blend srcalpha oneminussrcalpha

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"



		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(1,0,0,0.5);
			return color;
		}
		ENDCG
	}
	}
}



Shader "Custom/s_alpha_one" {

	SubShader{
		tags{ "queue" = "transparent" }

		pass {
		blend srcalpha oneminussrcalpha

			CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"



			struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(0,0,1,0.5);
		return color;
		}
			ENDCG
	}
	}
}

着色后的效果:







1、红色半透明shader

Shader "Custom/s_alpha_one" {


	SubShader{
		pass {
		blend srcalpha oneminussrcalpha

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"



		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(1,0,0,0.3);
			return color;
		}
		ENDCG
	}
	}
}


蓝色半透明shader

Shader "Custom/s_alpha_two" {


	SubShader{
		pass {
		blend srcalpha oneminussrcalpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "unitycg.cginc"



		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(0,0,1,0.3);
			return color;
		}
			ENDCG
	}
	}
}

两个cube单独都透明,但是合到一起不透明


2、解决办法:加入透明的tag,zwrit置为off


Shader "Custom/s_alpha_two" {
	

	SubShader{
		tags{ "queue" = "transparent" }

		pass {
		blend srcalpha oneminussrcalpha
		zwrite off

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include "unitycg.cginc"



		struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(1,0,0,0.5);
			return color;
		}
		ENDCG
	}
	}
}



Shader "Custom/s_alpha_one" {

	SubShader{
		tags{ "queue" = "transparent" }

		pass {
		blend srcalpha oneminussrcalpha
		zwrite off

			CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"



			struct v2f {
			float4 pos:POSITION;
			float2 uv:TEXCOORD0;
		};


		v2f vert(appdata_base v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
			return o;
		}

		fixed4 frag(v2f IN) :COLOR{
			fixed4 color = fixed4(0,0,1,0.5);
		return color;
		}
			ENDCG
	}
	}
}









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