In many games, we can use special ability to see through the wall. So In this post I am going to make a X-ray effect.
A X-Ray is easy to achieve. basicly, just need to add an additional Pass{}
in shader which the ZTest should set to Greater, and the ZWrite should close.
This is the result of the experiment:
Code:
Shader "MyShader/Transparent2"
{
Properties
{
_MainTex("MainTex",2D) = ""{}
_Color("Color", Color) = (1,1,1,1)
_OccPower("Occlusion Power", Range(0,2)) = 0.5
_OccColor("Occlusion Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{"RenderTyoe" = "Transparent" "Queue" = "Transparent"}
Pass // This pass is for X-ray
{
Blend DstAlpha One
// When the Z value of the object's pixel is greater
//than the Z value of the current camera on the pixel, it will pass Ztest
ZTest Greater
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _OccPower;
fixed4 _OccColor;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 worldNormal : TEXCOORD0;
float4 pos : SV_POSITION;
float4 worldVertex : TEXCOORD1;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(mul(v.normal,unity_WorldToObject));
o.worldVertex = normalize(mul(unity_ObjectToWorld, v.vertex));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldVertex.xyz);
// rim effect
float rim = 1 - saturate(dot(i.worldNormal,viewDir));
fixed3 col = pow(rim, _OccPower) * _OccColor.rgb;
return fixed4(col,0.5f);
}
ENDCG
}
Pass // This pass is for the model itself
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed3 col = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
return fixed4(col,1);
}
ENDCG
}
}
}
End –Cheng Gu