我有两个着色器,UnlitRGBA和TransparentNoOverlap。它们如下:
UnlitRGBA.shaderlab
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// modified by rbjacob101
Shader "Particles/Standard Unlit (RGBA)"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DistortionStrength("Strength", Float) = 1.0
_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
// Hidden properties
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _ColorMode("__colormode", Float) = 0.0
[HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0
[HideInInspector] _LightingEnabled("__lightingenabled", Float) = 0.0
[HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _EmissionEnabled("__emissionenabled", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _ColorAddSubDiff("__coloraddsubdiff", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled("__distortionstrengthscaled", Float) = 0.0
}
Category
{
SubShader
{
Tags{ "RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" }
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Offset -1, -1
Cull[_Cull]
ColorMask RGBA
GrabPass
{
Tags{ "LightMode" = "Always" }
"_GrabTexture"
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature _REQUIRE_UV2
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma vertex vertParticleShadowCaster
#pragma fragment fragParticleShadowCaster
#include "UnityStandardParticleShadow.cginc"
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile_fog
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#pragma shader_feature EFFECT_BUMP
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#include "UnityStandardParticles.cginc"
ENDCG
}
}
}
Fallback "VertexLit"
CustomEditor "StandardParticlesShaderGUI"
}
TransparentNoOverlap.shader
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
* Taken from:
* https://forum.unity.com/threads/transparent-depth-shader-good-for-ghosts.149511/
*/
Shader "Transparent/TransparentNoOverlap" {
Properties {
[PerRendererData]_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
LOD 200
Pass {
Name "TRANSPARENT"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
CGPROGRAM
#pragma surface surf Lambert alpha
#pragma debug
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgba;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Diffuse"
}
我希望使用UnlitRGBA的材质始终在TransparentNoOverlap上渲染。我要怎么做才能达到这个结果?我尝试将Offset -1, -1
或Offset 0, -1
添加到UnlitRGBA。在标准表面着色器上进行测试时,它可以正常工作,并且UnlitRGBA始终在顶部渲染。但是,当使用TransparentNoOverlap进行渲染时,要么进行z格斗,要么使用TransparentNoOverlap始终在顶部进行渲染。为什么是这样?我认为这可能与ZTests或ZWrites有关,但我最终不确定。
对于大型代码示例,我深表歉意。感谢您提供的任何帮助。
rbjacob
答案 0 :(得分:1)
请注意,预期结果和设置略有歧义,因此可能有几种方法。
简单地说:带有着色器A(未点亮)的材质被B(透明)遮盖了,因为B是在其后绘制的。 “ Queue” =“透明” 是负责B中该效果的标志。 着色器A没有它,因此它使用默认的“ Geometry” 队列。 (您可以在https://docs.unity3d.com/Manual/SL-SubShaderTags.html中了解有关引擎盖下使用的索引值)。 因此,在这方面,您可以明确指定队列索引,并确保它们与您的预期行为相符。
这无视另一个方面:ZBuffer可以处理一个网格相互遮挡的情况,因此实际上不依赖于绘制顺序。可以根据深度测试丢弃像素,如果指定了深度,则可以按对象写入深度。 (https://docs.unity3d.com/Manual/SL-CullAndDepth.html)
如果网格物体都进行写入和测试,并且它们是共面的(在同一位置),或者缓冲区的精度较低,则网格将显示z形战斗。
假设两个网格都需要被遮挡,而其他网格和它们自己也必须被遮挡,一种方法是将B(透明)设置为使用 ZTest Less ,这样它仅在不存在A时出现即使在A之后绘制,甚至与A共面。