前些时间接到一个需求,要求摄像相机位置来判断,当前是不是需要透明化,需要从半透到最后最后透明,在崩坏3的角色界面里面有这样的效果,当你镜头推进的时候, 头发可以又半透到透明状态变化。
关键点在、在于用镜头位置与物体所在世界位置坐标 做比较
shader "Scene/Alpha Blend " {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_AlphaScale ("Alpha Scale", Range(0, 1)) = 1
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}//"RenderType"="TransparentCutout"
//第一个Pass,关闭深度写入,处理AlphaTest部分
Pass {
Tags { "LightMode"="ForwardBase" }
Cull off
ZWrite Off
//ZTest on
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
float _Cutoff;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
float lengthInCamera : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
float4 wpos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lengthInCamera = length(_WorldSpaceCameraPos - wpos.xyz);
// Pass shadow coordinates to pixel shader
TRANSFER_SHADOW(o);
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);
clip (texColor.a - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
// UNITY_LIGHT_ATTENUATION not only compute attenuation, but also shadow infos
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
float Start =5;//设定开始值
float End = 3;//设定结束值
texColor.a = saturate((Start-i.lengthInCamera)/(End-Start)) * 0.5 ;
return fixed4(ambient + diffuse * atten, texColor.a * _AlphaScale);
}
ENDCG
}
}
}
下面是当前效果