透明效果
透明效果一般有兩種實現方法:
- 第一種,使用透明度測試(Alpha Test)
- 第二種,使用透明度混合(Alpha Blending)
透明度測試和透明度混合機制:
透明度測試(Alpha Test):只要一個片元的透明度不滿足條件(小於某閥值),那么它對應的片元就會被舍棄。被舍棄的片元將不會再進行任何處理,也不會對顏色緩沖產生任何影響;否則,就按照普通的不透明物體處理,即進行深度測試、深度寫入。透明度測試不需要關閉深度寫入。
透明度混合(Alpha Blending):使用當前片元的透明度作為混合因子,與已經存儲在顏色緩沖中的顏色值進行混合,得到新的顏色值。但是,這需要關閉深度寫入。雖然關閉了深度寫入,但是沒有關閉了深度緩沖,此時深度緩沖還是可讀的。
不同的渲染順序帶來的結果:(A半透明,B不透明)
第一種:先渲染B,再渲染A.
結果:能得到正確的渲染效果。
第二種:先渲染A,再渲染B.
結果:不能得到正確的渲染效果,因為在渲染A時已經關閉了深度寫入,所以A不會修改深度緩沖,等到渲染B時,B直接覆蓋了A的顏色。
渲染常用順序:
- 先渲染所有不透明物體,開啟深度測試和深度寫入。
- 半透明物體按離攝像機距離遠近排序,從后往前渲染,開啟深度測試,關閉深度寫入。
部分相互重疊的物體不適用,解決方法是分割網格。
unity shader的渲染順序
Unity為了解決渲染順序問題提供了渲染隊列(render queue)解決方案。
實現透明度測試時需要添加代碼:
SubShader{
Tags {"Queue" = "AlphaTest"}
Pass{
...
}
}
實現透明度混合需要添加代碼:
SubShader{
Tags {"Queue" = "Transform"}
Pass{
ZWrite Off
...
}
}
透明度測試
關鍵函數
clip函數是CG中的一個函數:
void clip(float4 x);
void clip(float3 x);
void clip(float2 x);
void clip(float1 x);
void clip(float x);
全部代碼
Shader "Unity Shaders Book/Chapter 8/Alpha Test" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5
}
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);
// Alpha test
clip (texColor.a - _Cutoff);
// Equal to
// if ((texColor.a - _Cutoff) < 0.0) {
// discard;
// }
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"
}
效果
透明度混合
透明度混合的本質就是用當前片元的透明度作為混合因子,與已經存儲在顏色緩沖中的顏色值進行混合,得到新顏色。
混合公式如下:
unity提供的混合命令:
透明度混合完整代碼
Shader "Unity Shaders Book/Chapter 8/Alpha Blend" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_AlphaScale ("Alpha Scale", Range(0, 1)) = 1
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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"
}
效果
開啟深度寫入的半透明效果
前面提到由於關閉深度寫入而造成的錯誤排序的情況。可以使用兩個Pass的辦法來解決
第一個Pass: 開啟深度寫入,但不輸出顏色,它的目的僅僅是為了把該模型的深度值寫入深度緩沖中
第二個Pass: 進行正常的透明度混合,由於上個Pass已經的到了像素的正確深度信息,所以可以得到正確的渲染結果。
這種辦法的缺點是對性能有一定影響
ShaderLab的混合命令
ShaderLab中的混合因子
參數 | 描述 |
---|---|
One | The value of one - use this to let either the source or the destination color come through fully. |
Zero | The value zero - use this to remove either the source or the destination values. |
SrcColor | The value of this stage is multiplied by the source color value. |
SrcAlpha | The value of this stage is multiplied by the source alpha value. |
DstColor | The value of this stage is multiplied by frame buffer source color value. |
DstAlpha | The value of this stage is multiplied by frame buffer source alpha value. |
OneMinusSrcColor | The value of this stage is multiplied by (1 - source color). |
OneMinusSrcAlpha | The value of this stage is multiplied by (1 - source alpha). |
OneMinusDstColor | The value of this stage is multiplied by (1 - destination color). |
OneMinusDstAlpha | The value of this stage is multiplied by (1 - destination alpha). |
ShaderLab中的混合操作
操作 | 描述 |
---|---|
Add | Add source and destination together. |
Sub | Subtract destination from source. |
RevSub | Subtract source from destination. |
Min | Use the smaller of source and destination. |
Max | Use the larger of source and destination. |
LogicalClear | Logical operation: Clear (0) DX11.1 only. |
LogicalSet | Logical operation: Set (1) DX11.1 only. |
LogicalCopy | Logical operation: Copy (s) DX11.1 only. |
LogicalCopyInverted | Logical operation: Copy inverted (!s) DX11.1 only. |
LogicalNoop | Logical operation: Noop (d) DX11.1 only. |
LogicalInvert | Logical operation: Invert (!d) DX11.1 only. |
LogicalAnd | Logical operation: And (s & d) DX11.1 only. |
LogicalNand | Logical operation: Nand !(s & d) DX11.1 only. |
LogicalOr | Logical operation: Or (s | d) DX11.1 only. |
LogicalNor | Logical operation: Nor !(s | d) DX11.1 only. |
LogicalXor | Logical operation: Xor (s ^ d) DX11.1 only. |
LogicalEquiv | Logical operation: Equivalence !(s ^ d) DX11.1 only. |
LogicalAndReverse | Logical operation: Reverse And (s & !d) DX11.1 only. |
LogicalAndInverted | Logical operation: Inverted And (!s & d) DX11.1 only. |
LogicalOrReverse | Logical operation: Reverse Or (s | !d) DX11.1 only. |
LogicalOrInverted | Logical operation: Inverted Or (!s | d) DX11.1 only. |
雙面渲染的透明效果
上面的透明度測試和透明度混合都無法將物體的背面顯示出來,這是因為渲染引擎剔除了物體的背面,所以需要在渲染透明物體使用Cull指令控制需要剔除的渲染圖元。
- Cull Back | Front | Off
分別是:剔除背面的圖元 | 剔除前面的圖元 | 關閉功能
完整代碼
Shader "Unity Shaders Book/Chapter 8/Alpha Blend With Both Side" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_AlphaScale ("Alpha Scale", Range(0, 1)) = 1
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
Tags { "LightMode"="ForwardBase" }
// First pass renders only back faces
Cull Front
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
}
Pass {
Tags { "LightMode"="ForwardBase" }
// Second pass renders only front faces
Cull Back
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"
}
效果