1. 透明测试(AlphaTest)

  • AlphaTest
    上图为简单的AlphaTest,Alpha值小于0.55的颜色抛弃。判断的语法clip (texcoordColor.a - value)也可写作

    if((texcoordColor.a - value) < 0.0)
    {
      discard;
    }
    
  • 双面渲染
    AlphaTest开启双面渲染也比较容易,只需要在Tags={ "LightMode"="ForwardBase" }后添加一行Cull Off, 关闭剔除即可开启双面渲染。

2. 透明混合(AlphaBlend)

  • AlphaBlend
    在Pass中开启Blend即可开启透明混合,混合的公式为混合颜色 = 当前物体Alpha * 当前颜色 + (1 - 当前Alpha) * 背景颜色
  • AlphaBlendZWrite
    AlphaBlend的shader添加一个Pass即可开启深度写入
    Pass
    {
    ZWrite On
    ColorMask 0
    }
    

    ColorMask 0即关闭该Pass的颜色通道写入,即该Pass只执行了深度写入,然后在后续Pass中处理其他操作。开启ZWrite以后相比AlphaBlend关闭ZWrite能更好地体现前后关系。
  • 双面渲染

    AlphaBlend的双面渲染要比AlphaTest的稍微复杂一些, 复制原来AlphaBlend的代码,写作2个Pass,分别剔除Front渲染背面和剔除Back渲染前面。

    Pass
    {
      Cull Front
      //原来AlphaBlend的代码
    }
    Pass
    {
      Cull Back
      //原来AlphaBlend的代码
    }
    
  • Photoshop中AlphaBlend的几种常用模式

    //正常(Normal),透明度混合
    Blend SrcAlpha OneMinusSrcAlpha

    //柔和相加(Soft Additive)
    Blend OneMinusDstColor One

    //正片叠底(multiply 相乘)
    Blend DstColor One

    //变暗(Darken)
    BlendOp Min
    Blend One One

    //变亮(Lighten)
    BlendOp Max
    Blend One One

    //滤色(Screen)
    Blend OneMinusDstColor One

    //等同于Blend One OneMinusSrcColor
    //等于D + S - D * S

    线性减淡(Linear Dodge)
    Blend One One

Shader "UnityShaderLearning/AlphaTest" 
{
    Properties
    {
        _Color ("Main Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Main Tex", 2D) = "white"{}
        _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.55
    }
    SubShader
    {
        Tags { "Queue"="AlphaTest" "IgnoreProjector" = "True" "RenderType"="TransparentCutout"}

        Pass
        {
            Tags { "LightMode"="ForwardBase" }
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.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 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(_Object2World, v.vertex).xyz;
                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);
                clip (texColor.a - _Cutoff);

                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, 1.0);
            }
            ENDCG
        }
    }
    FallBack "Transparent/Cutout/VertexLit"
}
Shader "UnityShaderLearning/AlphaBlend"
{
    Properties
    {
        _Color ("Main Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Main Tex", 2D) = "white"{}
        _AlphaScale ("Alpha Scale", Range(0, 1)) = 1
    }

    SubShader
    {
        Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}

        Pass
        {
            Tags { "LightMode"="ForwardBase" }
            ZWrite Off
            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;
                float3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(_Object2World, v.vertex).xyz;
                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 "Transparent/VertexLit"
}

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