我正在尝试使用着色器来防止对象在离开特定区域时进行渲染。但是,使用表面着色器执行此操作时,为了解决绘图问题,我必须使用深度缓冲区。目前我正在通过
这样做Pass {
ColorMask 0
}
然而,这导致的效果不会使网格的部分呈现在颜色蒙版的绘制部分之后。
为了解决这个问题,我试图完成传递,但是丢弃了碎片,但这会导致面部以错误的顺序渲染。这可能是由于下面着色器脚本中的Cull Off
,但这不是我的程序处理内部渲染的正常方式,在没有大量代码的情况下提供合理结果只是一件很简单的事情。 Cull Back
和Cull Off
也会发生这种情况。
我怎样才能使ColorMask 0
不会掩盖它背后的内容,或者当所有片段被丢弃时,可以使用什么CG程序来防止面部渲染错误的问题?
着色器代码 - Lit.shader
Shader "Culling/Lit" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
//Properties normally assigned by script but can be done manually
_SHOWCULL("Show Cull", Int) = 0
_RADIUS("Radius", Float) = 0
_STARTX("Start X", Float) = 0
_STARTY("Start Y", Float) = 0
_STARTZ("Start Z", Float) = 0
_CENTREX("Centre X", Float) = 0
_CENTREY("Centre Y", Float) = 0
_CENTREZ("Centre Z", Float) = 0
_ENDX("End X", Float) = 0
_ENDY("End Y", Float) = 0
_ENDZ("End Z", Float) = 0
_MODE("Mode", Int) = 0
}
SubShader {
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Pass {
//Renders faces in wrong order
/*CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : POSITION;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : COLOR {
discard;
return _Color;
}
ENDCG*/
ColorMask 0
}
Cull Off //Not normally used as provides incorrect light but way to fix is not needed for this and it is here to show example inside
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_CBUFFER_START(Props)
UNITY_INSTANCING_CBUFFER_END
int _SHOWCULL;
float _RADIUS;
float _STARTX;
float _STARTY;
float _STARTZ;
float _CENTREX;
float _CENTREY;
float _CENTREZ;
float _ENDX;
float _ENDY;
float _ENDZ;
int _MODE;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
if (_MODE == 0) {
//For Cylinder
if (sqrt(((IN.worldPos.x - _CENTREX) * (IN.worldPos.x - _CENTREX)) +
((IN.worldPos.z - _CENTREZ) * (IN.worldPos.z - _CENTREZ))) < _RADIUS
&& IN.worldPos.y > _STARTY && IN.worldPos.y < _ENDY) {
}
else
{
discard; //ignores that pixel - doesnt render it
}
}
else if (_MODE == 1) {
//For Sphere
if (sqrt(((IN.worldPos.x - _CENTREX) * (IN.worldPos.x - _CENTREX)) +
((IN.worldPos.y - _CENTREY) * (IN.worldPos.y - _CENTREY)) +
((IN.worldPos.z - _CENTREZ) * (IN.worldPos.z - _CENTREZ))) < _RADIUS) {
}
else
{
discard; //ignores that pixel - doesnt render it
}
}
else if (_MODE == 2) {
// For Cuboid
if (IN.worldPos.x > _STARTX && IN.worldPos.x < _ENDX
&& IN.worldPos.y > _STARTY && IN.worldPos.y < _ENDY
&& IN.worldPos.z > _STARTZ && IN.worldPos.z < _ENDZ) {
}
else
{
discard; //ignores that pixel - doesnt render it
}
}
}
ENDCG
}
FallBack "Diffuse"
}
答案 0 :(得分:0)
这可以通过使用相同的数学来剪切与网格一起使用的ColorMask
来解决。这样,深度缓冲区仍然存在,因此面部以正确的顺序绘制,并且不会遮挡任何内容。
...
Pass {
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _RADIUS;
float _STARTX;
float _STARTY;
float _STARTZ;
float _CENTREX;
float _CENTREY;
float _CENTREZ;
float _ENDX;
float _ENDY;
float _ENDZ;
float _MODE;
sampler2D _MainTex;
fixed4 _Color;
// vertex shader inputs
struct appdata
{
float4 vertex : POSITION; // vertex position
float2 uv : TEXCOORD0; // texture coordinate
};
// vertex shader outputs ("vertex to fragment")
struct v2f
{
float2 uv : TEXCOORD0; // texture coordinate
float4 vertex : SV_POSITION; // clip space position
float4 position_in_world_space : TEXCOORD1; //same as uv
};
float4 _MainTex_ST;
// vertex shader
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.position_in_world_space = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
if (_MODE == 0) {
//For Cylinder
if (sqrt(((i.position_in_world_space.x - _CENTREX) * (i.position_in_world_space.x - _CENTREX)) +
((i.position_in_world_space.z - _CENTREZ) * (i.position_in_world_space.z - _CENTREZ))) < _RADIUS
&& i.position_in_world_space.y > _STARTY && i.position_in_world_space.y < _ENDY) {}
else
{
discard; //ignores that pixel - doesnt render it
}
}
else if (_MODE == 1){
//For Sphere
if (sqrt(((i.position_in_world_space.x - _CENTREX) * (i.position_in_world_space.x - _CENTREX)) +
((i.position_in_world_space.y - _CENTREY) * (i.position_in_world_space.y - _CENTREY)) +
((i.position_in_world_space.z - _CENTREZ) * (i.position_in_world_space.z - _CENTREZ))) < _RADIUS) {}
else
{
discard; //ignores that pixel - doesnt render it
}
}
else if (_MODE == 2){
// For Cuboid
if (i.position_in_world_space.x > _STARTX && i.position_in_world_space.x < _ENDX
&& i.position_in_world_space.y > _STARTY && i.position_in_world_space.y < _ENDY
&& i.position_in_world_space.z > _STARTZ && i.position_in_world_space.z < _ENDZ) {}
else
{
discard; //ignores that pixel - doesnt render it
}
}
return col;
}
ENDCG
}
...