Unity shader学习之Alpha Blend

通过 ShaderLab 的 AlphaBlend 能够实现真正的半透明效果。

使用 AlphaBlend 时,需要关闭深度写入 ZWrite Off,但得非常小心物体的渲染顺序, RenderQueue。

转载请注明出处: http://www.cnblogs.com/jietian331/p/7158938.html

shader如下:

Shader "Custom/Alpha Blend"
{
    Properties
    {
        _MainTex("Main Texture", 2D) = "white" {}
        _Specular("Specular,", Color) = (1,1,1,1)
        _Gloss("Gloss", Range(8,256)) = 8
    }

    SubShader
    {
        Tags
        {
            "RenderType" = "Transparent"
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
        }

        Pass
        {
            Tags
            {
                "LightMode" = "ForwardBase"
            }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            sampler2D _MainTex;
            fixed4 _Specular;
            float _Gloss;

            struct appdata
            {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                fixed4 color : COLOR;
                float2 uv : TEXCOORD0;
                float3 worldNormal : TEXCOORD1;
                float3 worldLight : TEXCOORD2;
                float3 worldView : TEXCOORD3;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.color = v.color;
                o.uv = v.uv;
                o.worldNormal = normalize(UnityObjectToWorldNormal(v.normal));
                o.worldLight = normalize(WorldSpaceLightDir(v.vertex));
                o.worldView = normalize(WorldSpaceViewDir(v.vertex));
                return o;
            }

            fixed4 frag(v2f i) : SV_TARGET
            {
                fixed4 albedo = tex2D(_MainTex, i.uv) * i.color;
                fixed3 ambient = albedo.rgb * UNITY_LIGHTMODEL_AMBIENT.rgb;
                fixed3 diff = albedo.rgb * _LightColor0.rgb * max(0, dot(i.worldNormal, i.worldLight));
                float3 halfDir = normalize(i.worldView + i.worldLight);
                fixed3 spec = albedo.rgb * _Specular.rgb * pow(max(0, dot(halfDir, i.worldNormal)), _Gloss);
                fixed3 col = ambient + diff + spec;
                return fixed4(col, albedo.a);
            }

            ENDCG
        }
    }

    Fallback "Diffuse"
}

效果如下:

但关闭了深度写入之后,会引发一些问题,如:

原文地址:https://www.cnblogs.com/jietian331/p/7158938.html