有时候我们要用RenderTexture来渲染3D物体到RawImage上然后放到UI层上,但是这么做的话会导致粒子系统无法显示出来。原因是默认shader里面有以下代码
Tags{ "Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
“ColorMask RGB”里,只有R/G/B,没有A,所以有透明度的粒子会再Blend融合的时候直接剔除,导致看不到。
解决办法:
新建一个名为RenderTexture的shader,将以下代码复制粘贴覆盖原有代码
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ImageEffect/RenderTexture"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One Zero
ColorMask [_ColorMask]
Blend One OneMinusSrcAlpha // 源rgba*1 + 背景rgba*(1-源A值)
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy -= (_ScreenParams.zw-1.0);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//clip (color.a - 0.01);
return color;
}
ENDCG
}
}
}
新建一个材质球,在shader搜索“RenderTexture”选择刚才创建的shader,然后把这个材质赋予给RawImager,可以看到粒子出现了,但是有时候会出现变色,那是因为我们用来渲染RawImage的相机的颜色没有设置好,只需要做如下图的设置就可以了,注意的是渲染模式用Solid Color,颜色选择纯黑并且透明度0