} void DoClipTestToTargetAlphaValue(half alpha) { #if _UseAlphaClipping clip(alpha - _Cutoff); #endif } ToonSurfaceData InitializeSurfaceData(Varyings input) { ToonSurfaceData output; // albedo & alpha float4 baseColorFinal = GetFinalBaseColor(input); output.albedo = baseColorFinal.rgb; ...
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) =0 _Center("Center",vector) = (0,0,0,0) _SliderX("SliderX",Range(0,1500)) =1500 _SliderY("SliderY",Range(0,1500)) =1500 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType...
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _Center("Center",vector) = (0,0,0,0) _SliderX("SliderX",Range(0,1500)) = 1500 _SliderY("SliderY",Range(0,1500)) = 1500 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "Rende...
(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _Center("Center",vector) = (0,0,0,0) _SliderX("SliderX",Range(0,1500)) = 1500 _SliderY("SliderY",Range(0,1500)) = 1500 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"...
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip",float) = 0 } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"//PreviewType 指示材质检视面板预览应如何显示材质。默认情况下,材质为球体,Plane 显示2D Sky...
Shell Based最显著的问题是面数成整数倍膨胀,在桌面端,通常一个比较不错的动物毛皮效果都采用Alpha Clip方式,为了避免断层至少需要100层。在移动端的话这完全是不现实的,实际情况中采用8-16层是较为合理的,但是会出现断层,因此只能采用Alpha Blend方式,同时这也避免了打断Early Z优化。 另一个问题是,如何去绘制Sh...
Fixed functionAlphaTestor it’s programmable equivalent,clip(), has different performance characteristics on different platforms: Generally it’s a small advantage to use it to cull out totally transparent pixels on most platforms. However, on PowerVR GPUs found in iOS and some Android devices, a...
(UNITY_UI_ALPHACLIP)]_UseUIAlphaClip("Use Alpha Clip",Float)=0}SubShader{//...Stencil{Ref[_Stencil]// 要比较的值Comp[_StencilComp]//比较的函数Pass[_StencilOp]//通过的函数ReadMask[_StencilReadMask]//读mask的位限制 (referenceValue & readMask) comparisonFunction (stencilBufferValue & read...
这种技术称为alpha clip。完成此操作的通常方法是定义一个截止阈值。alpha值低于此阈值的片段将被丢弃,而所有其他片段将保留。添加一个_Cutoff属性,默认情况下将其设置为0.5。由于alpha始终位于零和1之间,因此我们可以使用Range(0.0,1.0)作为其类型。 同样将其添加到UnlitPass.hlsl的材质属性中。 通过调用UnlitPass...
前言 在计算机图形学中,透明度混合(AlphaBlend)是一种常用的技术,用于实现透明效果。透明度混合允许将半透明物体与场景进行混合,以产生逼真的视觉效果。在Unity中,...