所以我设法将这个着色器组合在一起,该着色器将渲染一个对象的轮廓,并以一定的透明度渲染对象的其余部分。这是整个代码:
Shader "Outlined/Outline with transperancy" {
Properties {
_OutlineColor ("Outline Color1", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.3)) = .005
_MainTex ("Maintexture", 2D) = "white" {}
_Color("Main Color",Color) = (0,0,0,0)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
struct v2ft
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
uniform float _Outline;
uniform float4 _OutlineColor;
uniform float4 _Color;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
o.color.w = _Color.w;
return o;
}
ENDCG
SubShader {
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 200
Pass {
Name "BASE"
Cull Back
Blend Zero One
// uncomment this to hide inner details:
//Offset -8, -8
SetTexture [_OutlineColor] {
ConstantColor (0,0,0,0)
Combine constant
}
}
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
// you can choose what kind of blending mode you want for the outline
//Blend SrcAlpha OneMinusSrcAlpha // Normal
Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass{
Name "Transperancy"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_builtin
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
v2ft vert(appdata_base v)
{
v2ft o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
sampler2D _MainTex;
//float4 _Color;
fixed4 frag(v2ft i) : COLOR
{
fixed4 result = tex2D(_MainTex, i.uv) * _Color;
return result;
}
ENDCG
}
}
Fallback "Diffuse"
}
这一切都很有效,只是在最后一次传递中为主要纹理着色的颜色的alpha根本没有效果。色调本身有效。
答案 0 :(得分:0)
使用以下内容替换透明度通道:
modelserializer