深度缓冲:
渲染每个物体,会将深度值写入深度缓冲。
ZWrite:
Controls whether pixels from this object are written to the depth buffer(default is On).
ZTest:
How should depth testing be performed. Default is LEqual (draw objects in from or at the distance as existing objects; hide objects behind them).
一个片元透明度符合条件(透明度小于某个阈值),直接被舍弃。否则就会按照普通的片元进行深度测试、深度写入等。因此我们不需要关闭深度写入。
我们在片元着色器中使用clip函数进行透明度测试
Shader "Unlit/AlphaTest"
{
Properties{
_Color("Main Color",Color) = (1,1,1,1)
_MainTex("Main Tex", 2D) = "white"{}
_Cutoff("Alpha Cut off", 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;
fixed3 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 = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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);
clip(texColor.a - _Cutoff);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 diffuse = _LightColor0 * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * albedo;
return fixed4(diffuse + ambient, 1.0);
}
ENDCG
}
}
}

Cutoff 0
将Cutoff的值设置为0.65,图中透明度在0.65以下的直接被舍弃了

Cutoff 0.65
Pass{
Tags{"LightMode" = "ForwardBase"}
Cull Off
在代码中添加Cull Off关闭渲染图元的剔除功能,这时所有的物体都是正反面双向渲染,得到效果如下

AlphaTestCullOff.PNG