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。
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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: