UnityShader 學習筆記 6 深度寫入的透明度混合
阿新 • • 發佈:2018-12-25
深度寫入開啟 ZWrite on
深度寫入關閉 ZWrite off
- 原始碼:
Shader "_MyShader/5_Alpha/2_AlphaBlend_ZWrite" { Properties { _Color ("Color ", COLOR) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _AlphaScale ("AlphaScale", Range(0,1)) = 1 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjecter" = "true" "RenderType" = "Transparent"} pass { ZWrite on ColorMask 0 } pass { Tags {"LightMode" = "ForwardBase"} ZWrite off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale; struct a2v { float4 vertex: POSITION; float3 normal: NORMAL; float4 texcoord: TEXCOORD0; }; struct v2f { float4 pos: SV_POSITION; float3 worldNormalDir: POSITION1; float3 worldLightDir: POSITION2; float2 uv: TEXCOORD0; }; v2f vert(a2v v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); o.worldNormalDir = UnityObjectToWorldNormal(v.normal); o.worldLightDir = UnityWorldSpaceLightDir(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i):SV_Target{ fixed3 normalDir = normalize(i.worldNormalDir); fixed3 lightDir = normalize(i.worldLightDir); fixed4 tex = tex2D(_MainTex,i.uv); //AlphaTest //if(tex.a - _CutOff <= 0) // discard; //clip(tex.a - _CutOff); fixed3 albedo = tex.rgb *_Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuseC = _LightColor0.rgb * albedo * saturate(dot(normalDir,lightDir)); fixed4 col = fixed4(ambient + diffuseC,tex.a * _AlphaScale); return col; } ENDCG } } FallBack "diffuse" }
效果圖:
可以看到遠一點的透明小球可以被近的小球遮擋,這是因為開啟了深度寫入。