一、Unity Shader的渲染顺序
定义渲染队列语句:
Tags {"Queue" = "AlphaTest"}
通常使用两种方法来实现透明效果:透明度测试和透明度混合
一、透明度测试
原理:只要一个片元的透明度不满足条件(通常是小于某个阈值),那么它对应的片元就会被舍弃。被舍弃的片元将不会再进行任何处理,也不会对颜色缓冲产生任何影响;否则,就会按照普通的不透明物体的处理方式来处理它。
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch08/Ch08-AlphaTest"
{
Properties
{
_Color ("Main Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white"{}
_Cutoff ("Alpha Cutoff",Range(0,1)) = 0.5
}
SubShader
{
//通常,使用了透明度测试的shader都应该在SubShader中设置这三个标签
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"} //"IgnoreProjector" = "True" 设置shader不会受到投影器的影响
Pass
{
Tags {"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
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);
//透明度测试
clip(texColor.a - _Cutoff);
//光照计算
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,1.0);
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}
二、透明度混合
原理:使用当前片元的透明度作为混合因子,与已经存储在颜色缓冲中的颜色值进行混合,得到新的颜色。透明度混合需要关闭深度写入,这使得我们要非常小心物体的渲染顺序。
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch08/Ch08-AlphaBlend"
{
Properties
{
_Color ("Main Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white"{}
_AlphaScale ("Alpha Scale",Range(0,1)) = 1
}
SubShader
{
//通常,使用了透明度混合的shader都应该在SubShader中设置这三个标签
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} //"IgnoreProjector" = "True" 设置shader不会受到投影器的影响
Pass
{
Tags {"LightMode" = "ForwardBase"}
ZWrite Off //关闭深度写入
Blend SrcAlpha OneMinusSrcAlpha //设置混合模式
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);
//光照计算
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/Cutout/VertexLit"
}
三、开启深度写入的半透明效果
解决因为关闭深度写入造成的错误排序情况:使用两个Pass来渲染模型,第一个开启深度写入,但不输入颜色,它的目的仅仅是为了把模型的深度值写入到深度缓冲中,第二个Pass进行正常的透明度混合,由于上一个Pass已经得到了正确的深度信息,该Pass就可以按照深度排序结果进行透明渲染
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch08/Ch08-AlphaBlendZWrite"
{
Properties
{
_Color ("Main Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white"{}
_AlphaScale ("Alpha Scale",Range(0,1)) = 1
}
SubShader
{
//通常,使用了透明度混合的shader都应该在SubShader中设置这三个标签
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} //"IgnoreProjector" = "True" 设置shader不会受到投影器的影响
Pass
{
ZWrite On //开启深度写入
ColorMask 0 //设置颜色通道的写掩码 ColorMask RGB | A | 0 //当ColorMask设为0时,意味着该Pass不写入任何颜色通道,即不会输出任何颜色
}
Pass
{
Tags {"LightMode" = "ForwardBase"}
ZWrite Off //关闭深度写入
Blend SrcAlpha OneMinusSrcAlpha //设置混合模式
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);
//光照计算
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 "Diffuse"
}
四、ShaderLab的混合操作
Blend是Unity提供的设置混合模式的命令
混合因子
混合操作
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 8/Blend Operations 1" {
Properties {
_Color ("Color 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 {
Tags { "LightMode"="ForwardBase" }
ZWrite Off
// // Normal 正常,即透明度混合
// Blend SrcAlpha OneMinusSrcAlpha
//
// // Soft Additive 柔和相加
Blend OneMinusDstColor One
//
// // Multiply 正片叠底,即相乘
// Blend DstColor Zero
//
// // 2x Multiply 两倍相乘
// Blend DstColor SrcColor
//
// // Darken 变暗
// BlendOp Min
// Blend One One // When using Min operation, these factors are ignored
//
// // Lighten 变亮
// BlendOp Max
// Blend One One // When using Max operation, these factors are ignored
//
// // Screen 滤色
// Blend OneMinusDstColor One
// Or
// Blend One OneMinusSrcColor
//
// // Linear Dodge 线性减淡
// Blend One One
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;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 texColor = tex2D(_MainTex, i.uv);
return fixed4(texColor.rgb * _Color.rgb, texColor.a * _AlphaScale);
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
五、双面渲染的透明效果
Cull Back | Front | Off
设置渲染剔除,相机背面图元不被渲染/正面图元不被渲染/都渲染
1.透明度测试的双面渲染
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch08/Ch08-AlphaTestBothSided"
{
Properties
{
_Color ("Main Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white"{}
_Cutoff ("Alpha Cutoff",Range(0,1)) = 0.5
}
SubShader
{
//通常,使用了透明度测试的shader都应该在SubShader中设置这三个标签
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"} //"IgnoreProjector" = "True" 设置shader不会受到投影器的影响
Pass
{
Tags {"LightMode" = "ForwardBase"}
Cull Off //关闭剔除功能,使正反两面的图元都会被渲染
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
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);
//透明度测试
clip(texColor.a - _Cutoff);
//光照计算
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,1.0);
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}
2.透明度混合的双面渲染
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch08/Ch08-AlphaBlendBothSided"
{
Properties
{
_Color ("Main Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white"{}
_AlphaScale ("Alpha Scale",Range(0,1)) = 1
}
SubShader
{
//通常,使用了透明度混合的shader都应该在SubShader中设置这三个标签
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} //"IgnoreProjector" = "True" 设置shader不会受到投影器的影响
Pass
{
Tags {"LightMode" = "ForwardBase"}
Cull Front
ZWrite Off //关闭深度写入
Blend SrcAlpha OneMinusSrcAlpha //设置混合模式
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);
//光照计算
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"}
Cull Back
ZWrite Off //关闭深度写入
Blend SrcAlpha OneMinusSrcAlpha //设置混合模式
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);
//光照计算
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/Cutout/VertexLit"
}