UnityShader---透明效果(内置渲染管线)---9

透明度测试:

Shader "Unlit/12"
{
    Properties
    {
        _Color("Color",Color)=(1,1,1,1)
        _MainTex ("Texture", 2D) = "white" {}
        _Cutoff("Alpha Cutoff",Range(0,1))=0.5
    }
    SubShader
    {
        //透明的测试标签
        Tags{"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
        Cull Off

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
           

            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            

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

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _Cutoff;

            v2f vert (appdata_base v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                o.worldPos = mul(unity_ObjectToWorld,v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);
              
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texCol = tex2D(_MainTex, i.uv);

                clip(texCol.a - _Cutoff);

               // if ((texCol.a-_Cutoff) < 0)
               //     discard;

                fixed3 albedo = texCol.rgb * _Color.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal,worldLight));
              
                return fixed4(ambient + diffuse,1.0);
            }
            ENDCG
        }
    }
    Fallback "Transparent/Cutout/VertexLit"
}

透明度混合:

Shader "Unlit/13"
{
    Properties
    {
        _Color("Color",Color) = (1,1,1,1)
        _MainTex("Texture", 2D) = "white" {}
        _AlphaScale("Alpha Scale",Range(0,1)) = 0.5
    }
    SubShader
    {
        //透明度混合标签
        Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}       

        Pass
        {
            Tags{"LightMode"="ForwardBase"}
            Cull Off
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha 

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

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

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _AlphaScale;

            v2f vert(appdata_base v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                o.worldPos = mul(unity_ObjectToWorld,v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texCol = tex2D(_MainTex, i.uv);                  

                fixed3 albedo = texCol.rgb * _Color.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal,worldLight));

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

透明度混合排序问题优化:

Shader "Unlit/14"
{
    Properties
    {
        _Color("Color",Color) = (1,1,1,1)
        _MainTex("Texture", 2D) = "white" {}
        _AlphaScale("Alpha Scale",Range(0,1)) = 0.5
    }
    SubShader
    {
        //透明度混合标签
        Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}       

        //此Pass 用于记录深度值,为后续排序用,
        //修复无深度信息导致的视觉问题,
        //但也带来新的问题:本身物体重叠部分看不到
        Pass
        {
            Tags{"LightMode" = "ForwardBase"}
            Cull Front
            ZWrite On
            ColorMask 0
        }

        Pass
        {
            Tags{"LightMode" = "ForwardBase"}
            Cull Off
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
           

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag


            #include "UnityCG.cginc"
            #include "Lighting.cginc"


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

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _AlphaScale;

            v2f vert(appdata_base v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                o.worldPos = mul(unity_ObjectToWorld,v.vertex);

                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 worldNormal = normalize(i.worldNormal);

                fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texCol = tex2D(_MainTex, i.uv);

                fixed3 albedo = texCol.rgb * _Color.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal,worldLight));

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