我是一个初学者着色器世界,它很难学习(无论如何我在某个时候尝试)。我正在寻找一个可以感知与其他物体碰撞/交叉的着色器,这样我就可以在那个交叉点停止渲染。我目前得到这个着色器,它允许检测交叉点(不知道如何),但它的网格渲染不会停止。
Shader "Custom/IntersectionHighlights"
{
Properties
{
_RegularColor("Main Color", Color) = (1, 1, 1, .5) //Color when not intersecting
_HighlightColor("Highlight Color", Color) = (1, 1, 1, .5) //Color when intersecting
_HighlightThresholdMax("Highlight Threshold Max", Float) = 1 //Max difference for intersections
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture; //Depth Texture
uniform float4 _RegularColor;
uniform float4 _HighlightColor;
uniform float _HighlightThresholdMax;
struct v2f
{
float4 pos : SV_POSITION;
float4 projPos : TEXCOORD1; //Screen position of pos
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.projPos = ComputeScreenPos(o.pos);
return o;
}
half4 frag(v2f i) : COLOR
{
float4 finalColor = _RegularColor;
//Get the distance to the camera from the depth buffer for this point
float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture,
UNITY_PROJ_COORD(i.projPos)).r);
//Actual distance to the camera
float partZ = i.projPos.z;
//If the two are similar, then there is an object intersecting with our object
float diff = (abs(sceneZ - partZ)) /
_HighlightThresholdMax;
if(diff <= 1)
{
finalColor = lerp(_HighlightColor,
_RegularColor,
float4(diff, diff, diff, diff));
}
half4 c;
c.r = finalColor.r;
c.g = finalColor.g;
c.b = finalColor.b;
c.a = finalColor.a;
return c;
}
ENDCG
}
}
FallBack "VertexLit"
}