UnityShader-透明

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
        }
    }
}

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