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遮挡显示的原理:使用两个Pass,一个Pass渲染被遮挡的部分,另一个Pass正常渲染。
(1)被遮挡的部分:
开启深度测试,ZTest Greater
关闭深度写入,ZWrite Off
开启透明度混合,Blend SrcAlpha OneMinusSrcAlpha
(2)未被遮挡的部分
开启深度测试,ZTest Less
开启深度写入,ZWrite On
Shader "Custom/OcclusionShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RimColor ("Rim Color", COLOR) = (1,1,1,1)
_RimLength ("Rim Length", Range(0, 10)) = 1
}
SubShader
{
Pass
{
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldViewDir : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
};
float4 _RimColor;
float _RimLength;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex));
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float alpha = pow(1 - saturate(dot(i.worldNormal, i.worldViewDir)), _RimLength);
_RimColor.a = alpha;
return _RimColor;
}
ENDCG
}
//正常阶段
Pass
{
ZTest Less
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv :TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex,i.uv);
}
ENDCG
}
}
}
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