unity-shader-tutorial-ztest

buildin效果图

urp效果图

ZTest.shader

ZTest.shader
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Shader "HHF/Tutorial/ZTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RayColor("RayColor", Color) = (1, 1, 1, 1)
}

SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
}

Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit"
}

Blend One One
ZTest Greater
ZWrite Off

HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal :NORMAL;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float3 positionWS:TEXCOORD1;
half3 normalWS:TEXCOORD2;
};

CBUFFER_START(UnityPerMaterial)
half4 _RayColor;
float4 _MainTex_ST;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.normalWS = TransformObjectToWorldNormal(v.normal);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 菲涅尔
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
half3 N = normalize(i.normalWS);
half VdotN = dot(V,N);
half fresnel = 2 * pow(1-VdotN,2);
c.rgb = fresnel * _RayColor.xyz;

return c;
}

ENDHLSL
}

Pass
{
Tags
{
"LightMode" = "UniversalForward"
}

HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};

CBUFFER_START(UnityPerMaterial)
half4 _RayColor;
float4 _MainTex_ST;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return mainTex;
}

ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }

Pass
{
Blend One One
ZTest Greater
ZWrite Off

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal :NORMAL;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float3 positionWS:TEXCOORD1;
half3 normalWS:TEXCOORD2;
};

half4 _RayColor;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.positionWS = mul(unity_ObjectToWorld,v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 菲涅尔
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
half3 N = normalize(i.normalWS);
half VdotN = dot(V,N);
half fresnel = 2 * pow(1-VdotN,2);
c.rgb = fresnel * _RayColor;

// return half4(1, 0, 0, 1);
return c;
}

ENDCG
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 mainTex = tex2D(_MainTex, i.uv.xy);
return mainTex;
}

ENDCG
}
}
}