思路
“第一個Pass開啓深度寫入,但不輸出顏色,它的目的僅僅是爲了把該模型的深度值寫入深度緩衝中”
摘錄來自: 馮樂樂. “Unity Shader入門精要。” Apple Books.
“第二個Pass進行正常的透明度混合,由於上一個Pass已經得到了逐像素的正確的深度信息,該Pass就可以按照像素級別的深度排序結果進行透明渲染。”
摘錄來自: 馮樂樂. “Unity Shader入門精要。” Apple Books.
Shader "Chapter8/AlphaBlendZWrite"
{
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{
ZWrite On
ColorMask 0
}
Pass
{
Tags{"LightMode"="ForwardBase"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2f{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _AlphaScale;
v2f vert(a2f v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_TARGET0{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
float4 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(diffuse + ambient,_AlphaScale*texColor.a);
}
ENDCG
}
}
Fallback "Diffuse"
}