AlphaCutout
Shader "Shader/Custom/AC"
{
Properties
{
_MainTex ("RGB:颜色 A:透贴", 2d) = "gray"{}
_Cutoff ("透切阈值", range(0.0, 1.0)) = 0.5
}
SubShader
{
Tags {
"RenderType"="TransparentCutout" // 对应改为Cutout
"ForceNoShadowCasting"="True" // 关闭阴影投射
"IgnoreProjector"="True" // 不响应投射器
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform half _Cutoff;
// 输入结构
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输出结构
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输入结构>>>顶点Shader>>>输出结构
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex); // 顶点位置 OS>CS
o.uv = TRANSFORM_TEX(v.uv, _MainTex); // UV信息 支持TilingOffset
return o;
}
// 输出结构>>>像素
fixed4 frag (v2f i) : SV_Target
{
half4 var_MainTex = tex2D(_MainTex, i.uv); // 采样贴图 RGB颜色 A透贴
clip(var_MainTex.a - _Cutoff); // 透明剪切
return var_MainTex; // 返回值
}
ENDCG
}
}
}

BlendMode
Shader "Shader/Custom/BlendMode"
{
Properties
{
_MainTex ("RGB:颜色 A:透贴", 2d) = "gray"{}
_Opacity ("透明度", range(0, 1)) = 0.5
[Enum(UnityEngine.Rendering.BlendMode)]
_BlendSrc ("混合源乘子", int) = 0
[Enum(UnityEngine.Rendering.BlendMode)]
_BlendDst ("混合目标乘子", int) = 0
[Enum(UnityEngine.Rendering.BlendOp)]
_BlendOp ("混合算符", int) = 0
}
SubShader
{
Tags {
"Queue"="Transparent" // 调整渲染顺序
"RenderType"="Transparent" // 对应改为Cutout
"ForceNoShadowCasting"="True" // 关闭阴影投射
"IgnoreProjector"="True" // 不响应投射器
}
Pass
{
BlendOp [_BlendOp] // 可自定义混合算符
Blend [_BlendSrc] [_BlendDst] // 可自定义混合模式
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform half _Opacity;
// 输入结构
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输出结构
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输入结构>>>顶点Shader>>>输出结构
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex); // 顶点位置 OS>CS
o.uv = TRANSFORM_TEX(v.uv, _MainTex); // UV信息 支持TilingOffset
return o;
}
// 输出结构>>>像素
fixed4 frag (v2f i) : SV_Target
{
half4 var_MainTex = tex2D(_MainTex, i.uv); // 采样贴图 RGB颜色 A透贴不必须
half3 finalRGB = var_MainTex.rgb;
half opacity = var_MainTex.a * _Opacity;
return half4(finalRGB * opacity, opacity); // 返回值
}
ENDCG
}
}
}

1.Blend One OneMinusSrcAlpha(AlphaBlend)

2.Blend One One(AlphaAdditive)

3.混合原理
Src*SrcFactor op Dst*DstFactor
• Src:源,当前Shader绘制的结果;
• Dst:目标,当前Shader绘制前的背景;
• SrcFactor:源乘子;
• DstFactor:目标乘子;
• Op:混合运算符;
UV流动
Shader "Shader/Custom/UVFlow"
{
Properties
{
_MainTex ("RGB:颜色 A:透贴", 2d) = "gray"{}
_Opacity ("透明度", range(0, 1)) = 0.5
_NoiseTex ("噪声图", 2d) = "gray"{}
_NoiseInt ("噪声强度", range(0, 5)) = 1
_FlowSpeed ("流动速度", range(-10, 10)) = 5
}
SubShader
{
Tags {
"Queue"="Transparent" // 调整渲染顺序
"RenderType"="Transparent" // 对应改为Cutout
"ForceNoShadowCasting"="True" // 关闭阴影投射
"IgnoreProjector"="True" // 不响应投射器
}
Pass
{
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// 输入参数
uniform sampler2D _MainTex;
uniform half _Opacity;
uniform sampler2D _NoiseTex; uniform float4 _NoiseTex_ST;
uniform half _NoiseInt;
uniform half _FlowSpeed;
// 输入结构
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输出结构
struct v2f
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0; // UV 采样MainTex用
float2 uv1 : TEXCOORD1; // UV 采样NoiseTex用
};
// 输入结构>>>顶点Shader>>>输出结构
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex); // 顶点位置 OS>CS
o.uv0 = v.uv;
o.uv1 = TRANSFORM_TEX(v.uv, _NoiseTex); // UV信息 支持TilingOffset
o.uv1.y = o.uv1.y + frac(_Time.x * _FlowSpeed);
return o;
}
// 输出结构>>>像素
fixed4 frag (v2f i) : SV_Target
{
half4 var_MainTex = tex2D(_MainTex, i.uv0); // 采样贴图 RGB颜色
half4 var_NoiseTex = tex2D(_NoiseTex, i.uv1);
half3 finalRGB = var_MainTex.rgb;
half noise = lerp(1.0, var_NoiseTex.r * 2.0, _NoiseInt);
noise = max(0.0, noise);
half opacity = var_MainTex.a * _Opacity * noise;
return half4(finalRGB * opacity, opacity); // 返回值
}
ENDCG
}
}
}

UV扰动
Shader "Shader/Custom/UVWrap"
{
Properties
{
_MainTex ("RGB:颜色 A:透贴", 2d) = "gray"{}
_Opacity ("透明度", range(0, 1)) = 0.5
_WarpTex ("扭曲图", 2d) = "gray"{}
_WarpInt ("扭曲强度", range(0, 1)) = 0.1
_NoiseInt ("噪声强度", range(0, 5)) = 1
_FlowSpeed ("流动速度", range(-10, 10)) = 5
}
SubShader
{
Tags {
"Queue"="Transparent" // 调整渲染顺序
"RenderType"="Transparent" // 对应改为Cutout
"ForceNoShadowCasting"="True" // 关闭阴影投射
"IgnoreProjector"="True" // 不响应投射器
}
Pass
{
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// 输入参数
uniform sampler2D _MainTex;
uniform half _Opacity;
uniform sampler2D _WarpTex; uniform float4 _WarpTex_ST;
uniform half _WarpInt;
uniform half _NoiseInt;
uniform half _FlowSpeed;
// 输入结构
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0; // UV信息 采样贴图用
};
// 输出结构
struct v2f
{
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0; // UV 采样MainTex用
float2 uv1 : TEXCOORD1; // UV 采样WrapTex用
};
// 输入结构>>>顶点Shader>>>输出结构
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex); // 顶点位置 OS>CS
o.uv0 = v.uv;
o.uv1 = TRANSFORM_TEX(v.uv, _WarpTex); // UV信息 支持TilingOffset
o.uv1.y = o.uv1.y + frac(_Time.x * _FlowSpeed);
return o;
}
// 输出结构>>>像素
half4 frag (v2f i) : SV_Target
{
half3 var_WarpTex = tex2D(_WarpTex, i.uv1).rgb;
half2 uvBias = (var_WarpTex.rg - 0.5) * _WarpInt;
half2 uv0 = i.uv0 + uvBias;
half4 var_MainTex = tex2D(_MainTex, uv0);
half3 finalRGB = var_MainTex.rgb;
half noise = lerp(1.0, var_WarpTex.b * 2.0, _NoiseInt);
noise = max(0.0, noise);
half opacity = var_MainTex.a * _Opacity * noise;
return half4(finalRGB * opacity, opacity); // 返回值
}
ENDCG
}
}
}
