UnityShader 學習筆記 5 透明度測試的雙面渲染
阿新 • • 發佈:2018-12-25
- 原始碼:
關閉剔除 cull off Shader "_MyShader/5_Alpha/3_CullOff" { Properties { _Color ("Color ", COLOR) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _CutOff ("CutOff", Range(0,0.9)) = 0.6 } SubShader { Tags {"Queue" = "AlphaTest" "IgnoreProjecter" = "true" "RenderType" = "TransparentCutout"} pass { Tags {"LightMode" = "ForwardBase"} Cull off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" #include "UnityCG.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _CutOff; 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,1); return col; } ENDCG } } FallBack "Transparent/Cutout/VertexLit" }
效果圖:
相比單面渲染的透明度測試,可以看到內部的面,更加真實!