首先先上一张效果图

可以看到黑色面片的中间受点光源而变成透明的。
而要完成这一效果需要编写两个shader以及两个面片。而原理也不难,底部面片受点光源的影响而改变透明度,而这一步骤的需要主要注意的就是设置Blend(混合方式),而上面的面片则通过底部面片的透明度而选择遮住哪些部分。
描述显得有些无力,直接上代码。
首先是底部面片的shader代码:
Shader "Unlit/Masker_base" {
Properties {
_Alpha ("Alpha",Range(0,1)) = 1
}
SubShader {
Tags {
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
Pass {
Tags {
"LightMode" = "ForwardBase"
}
ZWrite off
Blend zero one,one zero
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _Alpha;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;
}
fixed4 frag (v2f i) : SV_Target {
return fixed4(0,0,0,_Alpha);
}
ENDCG
}
Pass {
Tags {
"LightMode" = "ForwardAdd"
}
ZWrite off
blendop add,min //对透明度通道使用最小值运算
Blend zero one,one one
CGPROGRAM
#pragma multi_compile_fwdadd
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "autoLight.cginc"
#include "Lighting.cginc"
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v) {
v2f o;o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz);
return fixed4(0,0,0,1 - attenuation);
}
ENDCG
}
}
}上面面片shader代码:
Shader "Unlit/Masker_above" {
Properties {
_Color ("Color",COLOR) = (1,1,1,1)
}
SubShader {
Tags {
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
Pass {
Tags {
"LightMode" = "ForwardBase"
}
ZWrite off
Blend DstAlpha OneMinusDstAlpha //最后混合出的颜色受上一层的透明度的影响
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
return _Color;
}
ENDCG
}
}
}使用这种遮罩可以完成很多效果,如黑夜中发光的效果。


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