【发布时间】:2017-03-06 11:38:13
【问题描述】:
着色器在 iPad Air 上的 unity 5.4 上运行良好,但升级到 unity 5.5 后,它打破了轮廓,但 alpha 仍在运行。
此对象着色器支持纹理和 alpha
Shader "TFTM/Outline/Basic-Alpha" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
Pass {
Name "BASE"
Blend SrcAlpha OneMinusSrcAlpha
//Blend DstColor SrcColor
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag (v2f i) : COLOR
{
float4 col = _Color * tex2D(_MainTex, i.texcoord);
return float4(2.0f * col.rgb, col.a);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent"}
Pass {
Name "BASE"
SetTexture [_MainTex] {
constantColor [_Color]
Combine texture * constant
}
}
}
Fallback "VertexLit"
}
这个shader做轮廓,2 pass,先在shader上面画,再画轮廓,然后剔除前面。
Shader "TFTM/Outline/Basic Outline-Alpha" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0, 0.02)) = 0
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
UsePass "TFTM/Outline/Basic-Alpha/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR { return i.color ; }
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent"}
UsePass "TFTM/Outline/Basic-Alpha/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers shaderonly
ENDCG
SetTexture [_MainTex] { combine primary }
}
}
Fallback "TFTM/Outline/Basic-Alpha"
}
【问题讨论】:
-
不是 100% 确定,但更改日志提到:
Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.这可能会影响着色器。 -
是的,我听说过 unity 5.5 更改日志,但经过我不知道它是否会影响上面的着色器。
-
考虑到上面引用的更改提到了混合的语法更改,您似乎确实使用了几次,我认为它确实如此。再说一次,我不是着色器中的英雄。
-
我昨天解决了这个问题,但我会再次解决,因为最好解决真正的问题。
-
如果你修复了它,你应该将它作为答案发布,以便将来有同样问题的其他人也能得到帮助。