我似乎对其绘制的订单或类似的东西有一些问题。
我使用顶点颜色。
如果我再次将底部顶点的alpha设置为1,我仍会在支柱顶部找到绘制问题。
如果我将队列设置为不透明,则它会正确渲染,但是alpha渲染为白色(预计不透明队列中没有透明度)
Shader "Custom/VertexColors2" {
Properties {
_Color ("Color", Color) = (0,0,0,0)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_GridTex ("Grid Texture", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
CGPROGRAM
#pragma surface surf Standard alpha
#pragma target 3.5
sampler2D _MainTex;
sampler2D _GridTex;
struct Input {
float2 uv_MainTex;
float4 color : COLOR;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
float2 gridUV = IN.worldPos.xz;
gridUV.x *= 1 / (4 * 8.66025404);
gridUV.y *= 1 / (2 * 15.0);
fixed4 grid = tex2D(_GridTex, gridUV);
o.Albedo = c.rgb * IN.color * grid;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = IN.color.a;
}
ENDCG
}
FallBack "Standard"
}
答案 0 :(得分:0)
我最终在cg开始之前添加了一个传递,它似乎正在做我想要它做的事情,但仍需要稍微调整一下。
Shader "Custom/VertexColors2" {
Properties {
_Color ("Color", Color) = (0,0,0,0)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_GridTex ("Grid Texture", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque"}
LOD 200
Pass {
Cull Off
Blend One OneMinusSrcAlpha
}
ZWrite Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:blend
#pragma target 3.5
sampler2D _MainTex;
sampler2D _GridTex;
struct Input {
float2 uv_MainTex;
float4 color : COLOR;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
float2 gridUV = IN.worldPos.xz;
gridUV.x *= 1 / (4 * 8.66025404);
gridUV.y *= 1 / (2 * 15.0);
fixed4 grid = tex2D(_GridTex, gridUV);
o.Albedo = c.rgb * IN.color * grid;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = IN.color.a;
}
ENDCG
}
FallBack "Diffuse"
}