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"
}