美文网首页
Shader学习——透明测试,透明混合,深度写入半透明效果

Shader学习——透明测试,透明混合,深度写入半透明效果

作者: BacteriumFox | 来源:发表于2019-08-24 19:39 被阅读0次

    核心命令

    • Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType" = "Transprent" }
      // 加入透明物体渲染队列,忽略投影器影响,提前归入组
    • ZWrite Off
      //关闭深度写入
    • Blend SrcAlpha OneMinusSrcAlpha
      //开启混合

    效果图

    透明测试,透明混合,深度写入半透明效果

    透明测试

    Shader "Unlit/016"
    {
        Properties
        {
            _MainTex ("MainTex", 2D )= "white" {}
            _Diffuse("Diffuse",Color) = (1,1,1,1)
            _Cutoff("Alpha Cutoff",Range(0,1)) = 0.5
        }
        SubShader
        {
            Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" }
            LOD 100
    
            Pass
            {
                //定义光照流水线
                Tags{"LightMode" = "ForwardBase"}
                //关闭背面遮挡剔除
                Cull off
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                fixed4 _Diffuse;
                float _Cutoff;
    
                struct v2f
                {
                    float4 vertex :SV_POSITION;
                    fixed3 worldNormal: TEXCOORD0;
                    float3 worldPos : TEXCOORD1;
                    float2 uv : TEXCOORD2;
                };
    
                v2f vert (appdata_base v)
                {
                    v2f o;
                    //顶点位置
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    //法线方向
                    fixed3 worldNormal =UnityObjectToWorldNormal( v.normal);
                    o.worldNormal=worldNormal;
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                    //UV =顶点纹理坐标进行缩放+偏移
                    o.uv =TRANSFORM_TEX(v.texcoord, _MainTex);//v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                    return o;
                }
    
                fixed4 frag (v2f i) : SV_Target
                {   
                    //纹素值=对纹理进行采样(采样纹理,float2纹理坐标)
                    fixed4 texColor = tex2D(_MainTex,i.uv);
    
                    if((texColor.a - _Cutoff)<0)
                    {
                        discard;
                    }
    
                    //光源方向
                    fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
                    //漫反射光=入射光线强度*纹素值*材质的漫反射系数*取值为正数(表面法线方向 · 光源方向)
                    fixed3 diffuse = _LightColor0.rgb * texColor.rgb * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);
    
                    //环境光
                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    fixed3 color = ambient + diffuse ;
    
                    return fixed4(color,1);
                }
                ENDCG
            }
        }
        FallBack "Diffuse"
    }
    

    透明混合

    Shader "Unlit/017"
    {
        Properties
        {
            _MainTex ("MainTex", 2D )= "white" {}
            _Diffuse("Diffuse",Color) = (1,1,1,1)
            _AlphaScale("Alpha Scale", Range(0,1)) = 1
        }
        SubShader
        {
            Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType" = "Transprent" }
            LOD 100
    
            //关闭深度写入
            ZWrite Off
            //开启混合
            Blend SrcAlpha OneMinusSrcAlpha
    
            Pass
            {
                //定义光照流水线
                Tags{"LightMode" = "ForwardBase"}
                
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                fixed4 _Diffuse;
                float _AlphaScale;
    
                struct v2f
                {
                    float4 vertex :SV_POSITION;
                    fixed3 worldNormal: TEXCOORD0;
                    float3 worldPos : TEXCOORD1;
                    float2 uv : TEXCOORD2;
                };
    
                v2f vert (appdata_base v)
                {
                    v2f o;
                    //顶点位置
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    //法线方向
                    fixed3 worldNormal =UnityObjectToWorldNormal( v.normal);
                    o.worldNormal=worldNormal;
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                    //UV =顶点纹理坐标进行缩放+偏移
                    o.uv =TRANSFORM_TEX(v.texcoord, _MainTex);//v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                    return o;
                }
    
                fixed4 frag (v2f i) : SV_Target
                {   
                    //纹素值=对纹理进行采样(采样纹理,float2纹理坐标)
                    fixed4 texColor = tex2D(_MainTex,i.uv);
                                
                    //光源方向
                    fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
                    //漫反射光=入射光线强度*纹素值*材质的漫反射系数*取值为正数(表面法线方向 · 光源方向)
                    fixed3 diffuse = _LightColor0.rgb * texColor.rgb * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);
    
                    //环境光
                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    fixed3 color = ambient + diffuse ;
    
                    return fixed4(color,texColor.a * _AlphaScale);
                }
                ENDCG
            }
        }
        FallBack "Treansparent/VertexLit"
    }
    

    深度写入半透明效果

    Shader "Unlit/018"
    {
        Properties
        {
            _MainTex ("MainTex", 2D )= "white" {}
            _Diffuse("Diffuse",Color) = (1,1,1,1)
            _AlphaScale("Alpha Scale", Range(0,1)) = 1
        }
        SubShader
        {
            Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType" = "Transprent" }
            LOD 100
    
            pass
            {
                //开启深度写入
                ZWrite On
                //颜色遮罩,意味着不写入任何颜色通道
                ColorMask 0
            }
            
    
            Pass
            {
                //定义光照流水线
                Tags{"LightMode" = "ForwardBase"}
                
                //关闭深度写入
                ZWrite Off
                //开启混合
                Blend SrcAlpha OneMinusSrcAlpha
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                fixed4 _Diffuse;
                float _AlphaScale;
    
                struct v2f
                {
                    float4 vertex :SV_POSITION;
                    fixed3 worldNormal: TEXCOORD0;
                    float3 worldPos : TEXCOORD1;
                    float2 uv : TEXCOORD2;
                };
    
                v2f vert (appdata_base v)
                {
                    v2f o;
                    //顶点位置
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    //法线方向
                    fixed3 worldNormal =UnityObjectToWorldNormal( v.normal);
                    o.worldNormal=worldNormal;
                    o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                    //UV =顶点纹理坐标进行缩放+偏移
                    o.uv =TRANSFORM_TEX(v.texcoord, _MainTex);//v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                    return o;
                }
    
                fixed4 frag (v2f i) : SV_Target
                {   
                    //纹素值=对纹理进行采样(采样纹理,float2纹理坐标)
                    fixed4 texColor = tex2D(_MainTex,i.uv);
                                
                    //光源方向
                    fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
                    //漫反射光=入射光线强度*纹素值*材质的漫反射系数*取值为正数(表面法线方向 · 光源方向)
                    fixed3 diffuse = _LightColor0.rgb * texColor.rgb * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);
    
                    //环境光
                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    fixed3 color = ambient + diffuse ;
    
                    return fixed4(color,texColor.a * _AlphaScale);
                }
                ENDCG
            }
        }
        FallBack "Treansparent/VertexLit"
    }
    

    相关文章

      网友评论

          本文标题:Shader学习——透明测试,透明混合,深度写入半透明效果

          本文链接:https://www.haomeiwen.com/subject/pbwqectx.html