效果如图
Shader "Custom/TransparentWithOutline_Fixed"
{
Properties
{
// 主材质属性
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Alpha ("Transparency", Range(0,1)) = 0.5
// 描边属性
_OutlineWidth ("Outline Width", Range(0.01, 0.1)) = 0.05
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 200
Pass
{
Name "STENCIL_WRITE"
ZWrite Off
ZTest Always // 总是通过深度测试
ColorMask 0 // 不写入任何颜色
Cull Off // 渲染所有面
Stencil {
Ref 255
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return 0; // 不写入颜色
}
ENDCG
}
// 主材质Pass (只负责渲染,不处理Stencil)
Pass
{
Name "MAIN"
Tags { "LightMode" = "ForwardBase" }
ZWrite Off
ZTest LEqual // 正常深度测试
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 255
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "UnityStandardBRDF.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
LIGHTING_COORDS(3,4)
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _Glossiness;
float _Metallic;
float _Alpha;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 采样纹理
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
// 基础光照计算
float3 worldNormal = normalize(i.worldNormal);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// 漫反射
float ndotl = saturate(dot(worldNormal, worldLightDir));
float3 diffuse = ndotl * _LightColor0.rgb;
// 镜面反射
float3 halfDir = normalize(worldLightDir + worldViewDir);
float spec = pow(saturate(dot(worldNormal, halfDir)), _Glossiness * 128);
float3 specular = _LightColor0.rgb * spec * _Metallic;
// 环境光
float3 ambient = ShadeSH9(float4(worldNormal, 1));
// 组合光照
float3 lighting = diffuse + specular + ambient;
col.rgb *= lighting;
// 应用透明度
col.a *= _Alpha;
return col;
}
ENDCG
}
// 描边Pass
Pass
{
Name "OUTLINE"
Cull Front
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Stencil {
Ref 255
Comp NotEqual
Pass Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float _OutlineWidth;
fixed4 _OutlineColor;
v2f vert(appdata v)
{
v2f o;
float4 pos = UnityObjectToClipPos(v.vertex);
float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
normal.z = -0.5;
pos.xy += normalize(TransformViewToProjection(normal.xy)) * _OutlineWidth * pos.w;
o.vertex = pos;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
描边就是个简单的法线外扩,对直角边没有处理,效果差,但是没有需求改这个,就不处理了。
先写一个正常的半透明材质(第二个pass),这个pass只负责渲染半透明。在之前添加一个pass,ZTest Always,无论什么深度都会进行处理,把所有Stencil都设置为255,但是不进行任何的颜色处理。最后再添加一个简单的法线外扩,同样ZTest Always,只要是不属于255的范围都进行描边。这样就可以做到又不显示半透明材质又可以有描边。