用双pass解决渲染透明的穿插问题
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Shader "Unlit/AlphaBlend_2pass"
{
Properties
{
_Color("Main Tint",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_AlphaScale("Alpha Scale",Range(0,1))=1
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off //关闭写入深度
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.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 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor=tex2D(_MainTex,i.uv);
fixed3 albedo=texColor.rgb*_Color.rgb;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
return fixed4(ambient+diffuse,texColor.a*_AlphaScale); //重点texColor.a*_AlphaScale
}
ENDCG
}
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off //关闭写入深度
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.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 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor=tex2D(_MainTex,i.uv);
fixed3 albedo=texColor.rgb*_Color.rgb;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
return fixed4(ambient+diffuse,texColor.a*_AlphaScale); //重点texColor.a*_AlphaScale
}
ENDCG
}
}
Fallback "TransParent/VertexLit"
}
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