Unity Shader 实现半透明效果
2019-07-04 16:48
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背景
想要实现如下效果:主角可以遮挡背景,背景遮挡主角时候半透明混合
研究了一周,shader知识了解从无到稍稍入门,终于解决了,记录一下实现方案。
实现方法
- 使用 Blend One OneMinusSrcAlpha指令,也就是SrcColor + DstColor * (1 - SrcAlpha),假设A和B重叠,先渲染A,然后渲染B,指令在B的shader里,那么SrcColor是B的颜色,DstColor是A的颜色,SrcAlpha是B的透明度,由此可以实现A和B混合后半透明效果
- 使用Stencil标记重叠部分,可以实现只让重叠部分半透明
- 所有shader基于Sprite-Default修改
步骤说明
- 主角shader:使用Stencil标记像素索引为1,所有被主角渲染过的像素的索引均为1
Stencil { Ref 1 Pass replace }
- 背景shader:采用两个pass
- 第一个pass:识别到不是主角渲染的像素,按照Sprite-Default正常渲染
Stencil { Ref 1 Comp notequal }
- 第二个pass:识别到主角渲染过的像素后,表明是重叠区域,混合两者颜色,实现半透明
Stencil { Ref 1 Comp equal } //混合半透明效果,背景 + 主角色* (1-SrcAlpha) Blend One OneMinusSrcAlpha ... fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.a *= 0.5; ////c.a就是SrcAlpha c.rgb *= c.a; return c; }
- 背景和主角layer均为default,但是order分别为0、1,也就是主角先渲染,最终效果为:
- 背景和主角layer均为default,但是order分别为0、-1,也就是背景先渲染,最终效果为:
- 最终实现:主角可以遮挡背景;背景遮挡主角时,重叠部分半透明混合效果
shader源码
- 主角shader
Shader "Custom/SpriteDefaltChar" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { Stencil { Ref 1 Pass replace } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D(_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }
- 背景shader
Shader "Custom/SpriteDefaltBg" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Pass { Stencil { Ref 1 Comp notequal } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D(_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } Pass { Stencil { Ref 1 Comp equal } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D(_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.a *= 0.5; c.rgb *= c.a; return c; } ENDCG } } }
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