半透明物体的渲染相对不透明物品麻烦一些,需要透过证明能够看清背面的颜色。
双面渲染原理:先渲染背面,再渲染正面,最后把正面和背面颜色混合起来Blend SrcAlpha OneMinusSrcAlpha
1)渲染背面
使用Cull Front剔除正面,并且禁止深度写入Zwrite Offf,开启混合Blend SrcAlpha OneMinusSrcAlpha
2) 渲染正面
使用Cull Back剔除背面,启用混合Blend SrcAlpha OneMinusSrcAlpha
在学习Shader的过程中,或许手头上并没有半透明的物体,在验证shader代码的过程中,我们可以通过添加测试代码把不透明物体当成半透明物体来使用。
Shader "Unlit/Sphere"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector"="True"}
LOD 100
Pass
{
Tags { "LightModel" = "ForwardBase" }
Cull Front
Zwrite Off
Blend SrcAlpha OneMinusSrcAlpha
//测试的时候可以设置ColorMask=0来查看正面的颜色
//ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos: SV_POSITION;
float3 normal: NORMAL;
float4 vertex: TEXCOORD0;
float2 uv : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.vertex = v.vertex;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = UnityObjectToWorldNormal(i.normal);
normal = normalize(normal);
float3 l = WorldSpaceLightDir(i.vertex);
float ndotl = saturate(dot(normal, l));
fixed4 diffuse = tex2D(_MainTex, i.uv) * _LightColor0 * ndotl;
fixed4 color = diffuse + unity_AmbientSky;
//说明:没有半透明的物体时,加上红色来测试
color = color +fixed4(1, 0, 0, 1);
return color;
}
ENDCG
}
Pass
{
Tags { "LightModel" = "ForwardBase" }
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
//测试的时候可以设置ColorMask=0来查看背面的颜色
//ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos: SV_POSITION;
float3 normal: NORMAL;
float4 vertex: TEXCOORD0;
float2 uv : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SpecularTex;
float4 _SpecularTex_ST;
float _Shininess;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.vertex = v.vertex;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = UnityObjectToWorldNormal(i.normal);
normal = normalize(normal);
float3 l = WorldSpaceLightDir(i.vertex);
float ndotl = saturate(dot(normal, l));
fixed4 diffuse = tex2D(_MainTex, i.uv) * _LightColor0 * ndotl;
fixed4 color = diffuse + unity_AmbientSky;
//说明:没有半透明的物体时,测试设置alpha值
//color.a = 0.5;
return color;
}
ENDCG
}
}
}