升级到Unity 5.5后,大纲着色器中断

时间:2016-12-09 08:53:21

标签: unity3d fragment-shader

着色器在iPad Air上的Unity 5.4上工作正常,但在升级到unity 5.5之后它打破了轮廓但是alpha仍在工作。

  

此对象支持纹理着色器和alpha

Shader "TFTM/Outline/Basic-Alpha" {
 Properties {
     _Color ("Main Color", Color) = (.5,.5,.5,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }


SubShader {
     Tags { "RenderType"="Opaque" "Queue"="Transparent" }
     Pass {
         Name "BASE"
         Blend SrcAlpha OneMinusSrcAlpha
         //Blend DstColor SrcColor
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest 
         #include "UnityCG.cginc"
         sampler2D _MainTex;
         float4 _MainTex_ST;
         float4 _Color;
         struct appdata {
             float4 vertex : POSITION;
             float2 texcoord : TEXCOORD0;
             float3 normal : NORMAL;
         };

         struct v2f {
             float4 pos : POSITION;
             float2 texcoord : TEXCOORD0;
         };
         v2f vert (appdata v)
         {
             v2f o;
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
             return o;
         }
         float4 frag (v2f i) : COLOR
         {
             float4 col = _Color * tex2D(_MainTex, i.texcoord);
             return float4(2.0f * col.rgb, col.a);
         }
         ENDCG            
     }
 } 
 SubShader {
     Tags { "RenderType"="Opaque" "Queue"="Transparent"}
     Pass {
         Name "BASE"
         SetTexture [_MainTex] {
             constantColor [_Color]
             Combine texture * constant
         } 
     }
 } 

 Fallback "VertexLit"
 }
  

此轮廓线用于轮廓,2次传递,首先在着色器上方绘制,然后绘制轮廓并剔除前面。

Shader "TFTM/Outline/Basic Outline-Alpha" {
     Properties {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (0, 0.02)) = 0
         _MainTex ("Base (RGB)", 2D) = "white" { }
     }

 CGINCLUDE
 #include "UnityCG.cginc"

 struct appdata {
     float4 vertex : POSITION;
     float3 normal : NORMAL;
 };
 struct v2f {
     float4 pos : POSITION;
     float4 color : COLOR;
 };

 uniform float _Outline;
 uniform float4 _OutlineColor;

 v2f vert(appdata v) {
     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;
     return o;
 }
 ENDCG
 SubShader {
     Tags { "RenderType"="Opaque" "Queue"="Transparent" }
     UsePass "TFTM/Outline/Basic-Alpha/BASE"
     Pass {
         Name "OUTLINE"
         Tags { "LightMode" = "Always" }
         Cull Front
         ZWrite On
         ColorMask RGB
         Blend DstColor SrcColor // 2x Multiplicative
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         half4 frag(v2f i) :COLOR { return i.color ; }
         ENDCG
     }
 }

 SubShader {
     Tags { "RenderType"="Opaque" "Queue"="Transparent"}
     UsePass "TFTM/Outline/Basic-Alpha/BASE"
     Pass {
         Name "OUTLINE"
         Tags { "LightMode" = "Always" }
         Cull Front
         ZWrite On
         ColorMask RGB
         Blend DstColor SrcColor // 2x Multiplicative
         CGPROGRAM
         #pragma vertex vert
         #pragma exclude_renderers shaderonly
         ENDCG
         SetTexture [_MainTex] { combine primary }
     }
 }

 Fallback "TFTM/Outline/Basic-Alpha"
 }

2 个答案:

答案 0 :(得分:0)

我通过将api渲染更改为OpenGL ES 3而不是Metal来解决此问题,但当然现在暂时修复它。

答案 1 :(得分:0)

o.pos.xy += offset * o.pos.z * _Outline;

o.pos.z根据平台的具体情况而有所不同。 https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

所以,你不能用它来缩放轮廓。

o.pos.z的目的是不管距离如何都保持轮廓尺寸不变。

现在,我们想要的是基于相机的z轴的比例值。

float eye_depth;
// This depth is based on camera's z axis
COMPUTE_EYEDEPTH(eye_depth);
// Divided by near plane. This is similar triangle math.
float eye_depth_scale = eye_depth/_ProjectionParams.y; 
o.pos.xy += offset * eye_depth_scale * _Outline; 

你可能想要钳制eye_depth以防止缩放轮廓,如果它太过分了。