透明度混合可以实现真正的透明,本例中采用的混合方式为Blend SrcAlpha OneMinusSrcAlpha.Blend命令后接着写入不同的混合方式.混合方式有多种组合(后续单独写一篇).SrcAlpha OneMinusSrcAlpha的混合后效果的公式为
Shader "wx/AlphaBlendMat"{ Properties{ _Color("Main Tint",Color)=(1,1,1,1) _MainTex("Main Tex",2D)="white"{} _AlphaScale("Alpha Scale",Range(0,1))=1 } SubShader{ Tags{"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass{ Tags{"LightMode"="ForwardBase"} ZWrite Off //关闭深度写入 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale; struct a2v { float4 vertex:POSITION; float3 normal:NORMAL; float4 texcoord:TEXCOORD0; }; struct v2f { float4 pos:SV_POSITION; float3 worldNormal:TEXCOORD0; float4 worldPos:TEXCOORD1; float2 uv:TEXCOORD2; }; v2f vert(a2v v){ v2f o; o.pos=UnityObjectToClipPos(v.vertex); o.worldNormal=UnityObjectToWorldNormal(v.normal); o.worldPos=mul(unity_ObjectToWorld,v.vertex); o.uv=TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i):SV_Target{ fixed3 worldNormal=normalize(i.worldNormal); fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed4 texColor=tex2D(_MainTex,i.uv); fixed3 albedo=texColor.rgb*_Color.rgb; fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo; fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir)); return fixed4(ambient+diffuse,texColor.a*_AlphaScale); } ENDCG } } FallBack"VertexLit" }