How to render some material over every thing else(standard)/Transparent Surface shader
阿新 • • 發佈:2018-11-12
1. https://answers.unity.com/questions/1011229/how-to-render-some-material-over-every-thing-else.html
標準材質ZWrite 下新增ZTest Always
2.https://forum.unity.com/threads/transparency-with-standard-surface-shader.394551/
Shader "Custom/Transparent" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags {"Queue" = "Transparent" "RenderType"="Transparent" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha:fade #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Standard" }