寫於2017-6-7,轉載請註明
以下是正文
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先上效果:
這是遊戲中常用的特效之一。原以爲挺簡單的,沒想到幾乎折騰了一早上,掉進了一些坑裏。主要是ZWrite與ZTest的問題,何時開啓,何時關閉,何時用何參數,還有Pass的先後順序等等……
代碼如下,一切盡在不言中:
Shader "Custom/ShowOcclusion" {
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
_OcclusionColor("OcclusionColor",Color)=(0.5,1,0.5,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
//此Pass務必放在前面
Pass
{
ZTest Greater
ZWrite Off//重要,關閉ZWrite後,後渲染的會覆蓋此Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _OcclusionColor;
float4 vert(float4 v : POSITION) : SV_POSITION {
return mul(UNITY_MATRIX_MVP, v);
}
fixed4 frag() : SV_Target{
return _OcclusionColor;
}
ENDCG
}
ZTest LEqual
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
參考文章:
1、【Unity ImageEffect】一個用於角色遮擋透視輪廓的效果
http://blog.csdn.net/herox25000/article/details/50502096
2、Unity3D研究院之處理攝像機與角色之間被擋時的局部透明效果
http://www.xuanyusong.com/archives/3466 ;
3、[UnityShader]渲染隊列、ZWrite和ZTest
http://blog.csdn.net/lyh916/article/details/45317571 ;
4、Unity ZTest 深度測試 & ZWrite 深度寫入
http://www.cnblogs.com/ljx12138/p/5341381.html