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unity中自带的shader里有Cutout类型的shader,今天发现这种类型很诡异,先
贴几种自带的:
// Unlit alpha-cutout shader. // – no lighting // – no lightmap support // – no per-material color
Shader “Unlit/Transparent Cutout” { Properties { _MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {} _Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5 } SubShader { Tags {“Queue”=”AlphaTest” “IgnoreProjector”=”True” “RenderType”=”TransparentCutout”} LOD 100
Lighting Off
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include “UnityCG.cginc”
struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; };
struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; };
sampler2D _MainTex; float4 _MainTex_ST; fixed _Cutoff;
v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = tex2D(_MainTex, i.texcoord); clip(col.a – _Cutoff); return col; } ENDCG } }
}
Shader “Transparent/Cutout/Diffuse” { Properties { _Color (“Main Color”, Color) = (1,1,1,1) _MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {} _Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5 }
SubShader { Tags {“Queue”=”AlphaTest” “IgnoreProjector”=”True” “RenderType”=”TransparentCutout”} LOD 200 CGPROGRAM #pragma surface surf Lambert alphatest:_Cutoff
sampler2D _MainTex; fixed4 _Color;
struct Input { float2 uv_MainTex; };
void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG }
Fallback “Transparent/Cutout/VertexLit” }
Shader “Transparent/Diffuse” { Properties { _Color (“Main Color”, Color) = (1,1,1,1) _MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {} }
SubShader { Tags {“Queue”=”Transparent” “IgnoreProjector”=”True” “RenderType”=”Transparent”} LOD 200
CGPROGRAM #pragma surface surf Lambert alpha
sampler2D _MainTex; fixed4 _Color;
struct Input { float2 uv_MainTex; };
void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG }
Fallback “Transparent/VertexLit” }
我现在做的某个项目,模型需要用transparent/diffuse的效果,但是有的建筑窗户是贴图,贴图中的边缘导入时alpha是0,
我综合上述代码写了个shader,能再电脑上的unity的Android平台上运行,但是在手机上会死机。。Android手机只能同时支持
lightmap,Alphatest,ZTest 中的两种。
Shader “Custom/TranDifExt” { Properties { _Color (“Main Color”, Color) = (1,1,1,1) _MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {} _Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5 }
SubShader { Tags {“Queue”=”AlphaTest” “IgnoreProjector”=”True” “RenderType”=”TransparentCutout”} LOD 200
CGPROGRAM //#pragma surface surf Lambert alpha #pragma surface surf Lambert #include “UnityCG.cginc” sampler2D _MainTex; fixed4 _Color; fixed _Cutoff;
struct Input { float2 uv_MainTex; };
void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; clip(o.Alpha-_Cutoff); } ENDCG }
Fallback “VertexLit” }
然后又被同伙找了个shader:”Transparent/Cutout/VertexLit”,可以在手机Android上执行,同时有lightmap,Alphatest,ZTest 三种(不死机)
Shader “Transparent/Cutout/VertexLit” { Properties { _Color (“Main Color”, Color) = (1,1,1,1) _SpecColor (“Spec Color”, Color) = (1,1,1,0) _Emission (“Emissive Color”, Color) = (0,0,0,0) _Shininess (“Shininess”, Range (0.1, 1)) = 0.7 _MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {} _Cutoff (“Alpha cutoff”, Range(0,1)) = 0.5 }
SubShader { Tags {“Queue”=”AlphaTest” “IgnoreProjector”=”True” “RenderType”=”TransparentCutout”} LOD 100 // Non-lightmapped Pass { Tags { “LightMode” = “Vertex” } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SeparateSpecular On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } // Lightmapped, encoded as dLDR Pass { Tags { “LightMode” = “VertexLM” } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB BindChannels { Bind “Vertex”, vertex Bind “normal”, normal Bind “texcoord1”, texcoord0 // lightmap uses 2nd uv Bind “texcoord”, texcoord1 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] constantColor [_Color] combine texture * constant } SetTexture [_MainTex] { combine texture * previous DOUBLE, texture * primary } } // Lightmapped, encoded as RGBM Pass { Tags { “LightMode” = “VertexLMRGBM” } Alphatest Greater [_Cutoff] AlphaToMask True ColorMask RGB BindChannels { Bind “Vertex”, vertex Bind “normal”, normal Bind “texcoord1”, texcoord0 // lightmap uses 2nd uv Bind “texcoord1”, texcoord1 // unused Bind “texcoord”, texcoord2 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture * texture alpha DOUBLE } SetTexture [unity_Lightmap] { constantColor [_Color] combine previous * constant } SetTexture [_MainTex] { combine texture * previous QUAD, texture * primary } } // Pass to render object as a shadow caster Pass { Name “Caster” Tags { “LightMode” = “ShadowCaster” } Offset 1, 1 Fog {Mode Off} ZWrite On ZTest LEqual Cull Off
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include “UnityCG.cginc”
struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; };
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) { v2f o; TRANSFER_SHADOW_CASTER(o) o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; }
uniform sampler2D _MainTex; uniform fixed _Cutoff; uniform fixed4 _Color;
float4 frag( v2f i ) : COLOR { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a*_Color.a – _Cutoff ); SHADOW_CASTER_FRAGMENT(i) } ENDCG
} // Pass to render object as a shadow collector Pass { Name “ShadowCollector” Tags { “LightMode” = “ShadowCollector” } Fog {Mode Off} ZWrite On ZTest LEqual
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcollector
#define SHADOW_COLLECTOR_PASS #include “UnityCG.cginc”
struct v2f { V2F_SHADOW_COLLECTOR; float2 uv : TEXCOORD5; };
uniform float4 _MainTex_ST;
v2f vert (appdata_base v) { v2f o; TRANSFER_SHADOW_COLLECTOR(o) o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; }
uniform sampler2D _MainTex; uniform fixed _Cutoff; uniform fixed4 _Color;
fixed4 frag (v2f i) : COLOR { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a*_Color.a – _Cutoff ); SHADOW_COLLECTOR_FRAGMENT(i) } ENDCG
} }
}
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