UnityShader 透明效果

关于渲染队列:

实现透明度测试效果

clip(x):如果给定参数的任何一个分量是负值,则舍弃当前像素的输出颜色。

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/AlphaTestMat"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Cutoff ("Cutoff", Range(0, 1.0)) = 0.3
        _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
        _Specular("Specular", Color) = (1.0, 1.0, 1.0, 1.0)
        _Gloss("Gloss", float) = 8.0
    }
    SubShader
    {
        Tags { 
            "RenderType"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="TransparentCutout"
        }
        Pass
        {
            Tags{"LightMode"="ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _Cutoff;
            half4 _Color;
            half4 _Specular;
            float _Gloss;

            struct a2v{
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f{
                float4 vertex : SV_POSITION;
                float3 worldNormal : TEXCOORD1;
                float3 worldLight : TEXCOORD2;
                float3 worldView : TEXCOORD3;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v i){
                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                o.vertex = UnityObjectToClipPos(i.vertex);

                float4 worldPos = mul(unity_ObjectToWorld, i.vertex);
                o.worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
                o.worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
                o.worldView = normalize(UnityWorldSpaceViewDir(worldPos));

                o.uv = TRANSFORM_TEX(i.texcoord, _MainTex);
                return o;
            }

            half4 frag(v2f i) : SV_TARGET{
                half4 meshColor = tex2D(_MainTex, i.uv);

                clip(meshColor.a - _Cutoff);

                half3 diffuse = _LightColor0 * meshColor.rgb * saturate(dot(i.worldNormal, i.worldLight));

                half3 ambient = UNITY_LIGHTMODEL_AMBIENT * _Color;

                half3 specular = _LightColor0 * _Specular * pow(saturate(dot(reflect(-i.worldLight, i.worldNormal), i.worldView)), _Gloss);

                return half4(diffuse + ambient + specular, 1.0);
            }

            ENDCG
        }
    }
}

透明度混合实现

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/AlphaBlendMat"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _AlphaScale ("AlphaScale", Range(0, 1.0)) = 0.3
        _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
        _Specular("Specular", Color) = (1.0, 1.0, 1.0, 1.0)
        _Gloss("Gloss", float) = 8.0
    }
    SubShader
    {
        Tags { 
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
        }
        Pass
        {
            Tags{"LightMode"="ForwardBase"}

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _AlphaScale;
            half4 _Color;
            half4 _Specular;
            float _Gloss;

            struct a2v{
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f{
                float4 vertex : SV_POSITION;
                float3 worldNormal : TEXCOORD1;
                float3 worldLight : TEXCOORD2;
                float3 worldView : TEXCOORD3;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v i){
                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                o.vertex = UnityObjectToClipPos(i.vertex);

                float4 worldPos = mul(unity_ObjectToWorld, i.vertex);
                o.worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
                o.worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
                o.worldView = normalize(UnityWorldSpaceViewDir(worldPos));

                o.uv = TRANSFORM_TEX(i.texcoord, _MainTex);
                return o;
            }

            half4 frag(v2f i) : SV_TARGET{
                half4 meshColor = tex2D(_MainTex, i.uv);

                half3 diffuse = _LightColor0 * meshColor.rgb * saturate(dot(i.worldNormal, i.worldLight));

                half3 ambient = UNITY_LIGHTMODEL_AMBIENT * _Color;

                half3 specular = _LightColor0 * _Specular * pow(saturate(dot(reflect(-i.worldLight, i.worldNormal), i.worldView)), _Gloss);

                return half4(diffuse + ambient + specular, meshColor.a * _AlphaScale);
            }

            ENDCG
        }
    }
}

        在透明度混合过程中,对于半透明的物体会最后进行渲染,优先渲染非透明物体,之后将透明物体的颜色与非透明混合。

 

        但由于模型之间的互相交叉,有时候会得到错误的半透明效果,这时候就可以使用开启深度写入的透明度混合。只需要在透明度混合的基础上增加一个Pass,进行深度写入但不输出颜色。

        Pass{
            ZWrite On
            ColorMask 0
        }

 

        由于在Queue中已经设置了Transparent,所以透明物体会最后进行渲染,所以进行深度检测不会遮挡非透明物体。 

ShaderLab混合模式

Shaderlab中提供了很多的透明混合方式,部分效果如下,但这里不做出说明。

透明渲染的双面效果

        我们很容易能发现,在透明度测试的实现过程中,模型只有一面能被渲染出来。这是由于Shader的Cull指令默认为Back,背对着摄像机的渲染图元不会被渲染出来。所以将Cull指令设置为Off即可。

        但对于透明度混合,由于关闭了深度写入,可能对导致模型背面比正面先进行渲染,得到错误的渲染结果。可以通过使用两个Pass,第一个渲染模型背面(Cull Front),第二个渲染模型正面(Cull Back)

posted @ 2022-02-15 14:15  PAddingoi  阅读(4)  评论(0编辑  收藏  举报  来源