Shader "Unlit/pass2" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color("Color",Color) = (1,1,1,1) _AlphaScale("Alpha Scale",Range(0,5)) = 0.5 } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } //第一个通道用来写入深度值,但是不写入颜色值 Pass { ZWrite on ColorMask 0 } Pass { Tags{ "LightMode" = "ForwardBase" } ZWrite Off //关闭深度测试 Blend SrcAlpha OneMinusSrcAlpha //开启混合,设置混合因子 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldNormal:TEXCOORD1; float3 worldPos : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; float3 _Color; float _AlphaScale; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed3 wn = normalize(i.worldNormal); fixed3 wl = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 diffuse = (dot(wn, wl) * 0.5 + 0.5) * _LightColor0.rgb * _Color.rgb * col.rgb; return fixed4(diffuse,col.a * _AlphaScale);//只有开启了Blend,返回透明度才有用 } ENDCG } } }
这里和混合实例是差不多的,就是多了一个Pass通道来写入深度值,达到的效果就是在一些互相交叉的物体上有了深度值,剔除一些元素,使自身透明不能看到自身。
看图:左边双通道,右边单纯的混合