UnityShader 学习笔记 5 透明度测试的双面渲染

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  • 源码:

关闭剔除 cull off



Shader "_MyShader/5_Alpha/3_CullOff"

{

    Properties

    {

        _Color ("Color ", COLOR) = (1,1,1,1)

            _MainTex ("Texture", 2D) = "white" {}

            _CutOff ("CutOff", Range(0,0.9)) = 0.6

    }

    SubShader

    {

        Tags {"Queue" = "AlphaTest" "IgnoreProjecter" = "true" "RenderType" = "TransparentCutout"}



        pass {

            Tags {"LightMode" = "ForwardBase"}

            Cull off



            CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag



            #include "Lighting.cginc"

            #include "UnityCG.cginc"



            fixed4 _Color;

            sampler2D _MainTex;

            float4 _MainTex_ST;

            fixed _CutOff;



            struct a2v {

                float4 vertex: POSITION;

                float3 normal: NORMAL;

                float4 texcoord: TEXCOORD0;

            };



            struct v2f {

                float4 pos: SV_POSITION;

                float3 worldNormalDir: POSITION1;

                float3 worldLightDir: POSITION2;

                float2 uv: TEXCOORD0;

            };



            v2f vert(a2v v){

                v2f o;

                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);



                o.worldNormalDir = UnityObjectToWorldNormal(v.normal);

                o.worldLightDir = UnityWorldSpaceLightDir(v.vertex);



                o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);



                return o;

            }



            fixed4 frag(v2f i):SV_Target{

                fixed3 normalDir = normalize(i.worldNormalDir);

                fixed3 lightDir = normalize(i.worldLightDir);

                fixed4 tex = tex2D(_MainTex,i.uv);



                //AlphaTest

                //if(tex.a - _CutOff <= 0)

                //    discard;

                clip(tex.a - _CutOff);



                fixed3 albedo = tex.rgb *_Color.rgb;



                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;



                fixed3 diffuseC = _LightColor0.rgb * albedo * saturate(dot(normalDir,lightDir));



                fixed4 col = fixed4(ambient + diffuseC,1);

                return col;

            }



            ENDCG

        }



    }



    FallBack "Transparent/Cutout/VertexLit"

}




效果图:

在这里插入图片描述

相比单面渲染的透明度测试,可以看到内部的面,更加真实!

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转载自blog.csdn.net/qq_37352817/article/details/85114295
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