目录
混合透明
Shader "Custom/BlendingTrans[rent"
{
Properties
{
_MainTex("MainTex",2D)="white"{}
_MainColor("MainColor(RGB_A)",Color)=(1,1,1,1)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
Pass
{
Tags{ "LightMode"="ForwardBase"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
# pragma vertex vert
# pragma fragment frag
# pragma muti_compile_fwdbasse
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float2 texcoord:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.texcoord=TRANSFORM_TEX(v.texcoord,_MainTex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldNormal=normalize(worldNormal);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
float3 worldLight=UnityWorldSpaceLightDir(i.worldPos.xyz);
worldLight=normalize(worldLight);
fixed NdotL=saturate(dot(i.worldNormal,worldLight));
fixed4 color=tex2D(_MainTex,i.texcoord);
color.rgb *= _MainColor.rgb*NdotL*_LightColor0;
color.rgb += unity_AmbientSky;
//通过——MainColor 控制透明度
color.a*=_MainColor.a;
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
因为关闭了半透明物体的深度值,所以物体的前后关系可能渲染错误,且没有双面绘制的模型,看上去会更透一些,因此需要双面绘制
半透明物体双面渲染
Shader "Custom/BlendingTransparent"
{
Properties
{
_MainTex("MainTex",2D)="white"{}
_MainColor("MainColor(RGB_A)",Color)=(1,1,1,1)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}
//渲染背面,正面剔除
Pass
{
Tags{ "LightMode"="ForwardBase"}
Cull Front
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
# pragma vertex vert
# pragma fragment frag
# pragma muti_compile_fwdbasse
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float2 texcoord:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.texcoord=TRANSFORM_TEX(v.texcoord,_MainTex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldNormal=normalize(worldNormal);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
float3 worldLight=UnityWorldSpaceLightDir(i.worldPos.xyz);
worldLight=normalize(worldLight);
fixed NdotL=saturate(dot(i.worldNormal,worldLight));
fixed4 color=tex2D(_MainTex,i.texcoord);
color.rgb *= _MainColor.rgb*NdotL*_LightColor0;
color.rgb += unity_AmbientSky;
//通过——MainColor 控制透明度
color.a*=_MainColor.a;
return color;
}
ENDCG
}
Pass
{
Tags{ "LightMode"="ForwardBase"}
Cull Back
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
# pragma vertex vert
# pragma fragment frag
# pragma muti_compile_fwdbasse
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float2 texcoord:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainColor;
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.texcoord=TRANSFORM_TEX(v.texcoord,_MainTex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldNormal=normalize(worldNormal);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
float3 worldLight=UnityWorldSpaceLightDir(i.worldPos.xyz);
worldLight=normalize(worldLight);
fixed NdotL=saturate(dot(i.worldNormal,worldLight));
fixed4 color=tex2D(_MainTex,i.texcoord);
color.rgb *= _MainColor.rgb*NdotL*_LightColor0;
color.rgb += unity_AmbientSky;
//通过——MainColor 控制透明度
color.a*=_MainColor.a;
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
透明测试
快速制作alpha通道,Ps 选区存储为,制作完成,黑色不显示,白色显示,可以 Ps图像反相
核心语句是 片段着色器中的clip 开启Alpha测试
//开启Alpha测试 clip(color.a-_AlphaTest);
效果:
完整代码
Shader "Custom/AlphaShader"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_AlphaTest("Alpha Test",Range(0,1))=0
}
SubShader
{
Tags
{
"Queue"="AlphaTest"
"RenderType"="TrannsparentCutout"
"IgnoreProjector"="True"
}
pass
{
Tags { "LightMode"="ForwardBase" }
Cull Off
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float2 texcoord:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _AlphaTest;
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
o.texcoord=TRANSFORM_TEX(v.texcoord,_MainTex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldNormal=normalize(worldNormal);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
float3 worldLight=UnityWorldSpaceLightDir(i.worldPos.xyz);
worldLight=normalize(worldLight);
fixed NdotL=saturate(dot(i.worldNormal,worldLight));
fixed4 color=tex2D(_MainTex,i.texcoord);
//开启Alpha测试
clip(color.a-_AlphaTest);
color.rgb*=NdotL*_LightColor0;
color.rgb+=unity_AmbientSky;
return color;
}
ENDCG
}
}
}
模板测试
在深度测试中,所有物体的深度基于摄像机与各个物体的前后关系, 而模板测试,则是自己定义一个值进行测试(相当于自己指定物体深度值,自己指定的深度值=模板参照值) 设置打洞工具的模板测试参照值为1,墙的参照值为1,且设置墙当参照值不相等(其余物体),才通过测试渲染, 因此墙与胶囊体所有相交部分,因为参照值都为1,所以这些像素不会通过模板测试,即不会被渲染,又因为胶囊体上的shader不输出任何颜色,所以其余任何渲染的像素都会覆盖到胶囊体上,就造成了打洞效果, 胶囊体渲染队列比墙优先渲染(Geometry-1),让墙的每个像素去判断模板,参照值等于1的部分就是胶囊体渲染的像素位置 打洞效果:
胶囊体Shader,作为打洞工具
Shader "Custom/Template"
{
SubShader
{
Tags{"Queue"="Geometry-1"}
Pass
{
// 设置模板测试转台
Stencil
{
Ref 1
Comp Always
Pass Replace
}
ColorMask 0
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 vert(in float4 vertex:POSITION):SV_POSITION
{
float4 pos=UnityObjectToClipPos(vertex);
return pos;
}
float4 frag():SV_TARGET
{
return fixed4(0,0,0,0);
}
ENDCG
}
}
}
墙:打洞对象
Shader "Custom/TemplateB"
{
Properties
{
_MainColor("MainColor",Color)=(1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Geometry" }
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
Stencil
{
Ref 1
Comp NotEqual
Pass Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct v2f
{
float4 pos:SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float2 texcoord:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainColor;
v2f vert(appdata_base v)
{
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
float3 worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldNormal=normalize(worldNormal);
o.texcoord=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_TARGET
{
float3 worldLight=UnityWorldSpaceLightDir(i.worldPos.xyz);
worldLight=normalize(worldLight);
fixed NdotL=saturate(dot(i.worldNormal,worldLight));
fixed4 color=tex2D(_MainTex,i.texcoord);
color.rgb*=_MainColor*NdotL*_LightColor0.rgb;
color.rgb+=unity_AmbientSky.rgb;
return color;
}
ENDCG
}
}
}