问题总结-AlphaTest在forward管线生成DepthNormalsTexture的问题
Posted wolf96
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在Forward管线中,如果后期需要用到法线贴图,
需要将相机depthTextureMode 的Flag设置为DepthNormals
在相机面板可以确认
这样的话会把物体走一遍"Hidden/Internal-DepthNormalsTexture"来渲染出一张屏幕的Normal和Depth
"Hidden/Internal-DepthNormalsTexture"有很多pass,第一个是画不透明,第二个是画AlphaTest物体
画AlphaTest物体会需要传入_MainTex来确认alpha,还有_Cutoff参数,并且RenderType需要为"RenderType"="TransparentCutout",不满足上面两个条件就会走不透明的pass,这样被clip的部分也会画到法线图片上,就会出错
看下面的代码可以知道,pass分成了不透明,AlphaTest,还有地形相关的pass,clip是在fragment shader中做的,所以需要这些参数
Unity.cginc中
#define DECODE_EYEDEPTH(i) LinearEyeDepth(i)
#define COMPUTE_EYEDEPTH(o) o = -UnityObjectToViewPos( v.vertex ).z
#define COMPUTE_DEPTH_01 -(UnityObjectToViewPos( v.vertex ).z * _ProjectionParams.w)
#define COMPUTE_VIEW_NORMAL normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal))
输出法线原理是vertex shader中将顶点法线由模型空间变为世界空间,再在fragment shader中输出
输出深度的原理是将Z(相机空间深度)*w(1/farPlane)得出归一化深度
但是有一个疑问这两个的shader参数是怎么同步的呢?
Shader "Hidden/Internal-DepthNormalsTexture"
Properties
_MainTex ("", 2D) = "white"
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
SubShader
Tags "RenderType"="Opaque"
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert( appdata_base v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
fixed4 frag(v2f i) : SV_Target
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TransparentCutout"
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
uniform float4 _MainTex_ST;
v2f vert( appdata_base v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TreeBark"
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert( appdata_full v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
fixed4 frag( v2f i ) : SV_Target
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TreeLeaf"
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert( appdata_full v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TreeOpaque" "DisableBatching"="True"
Pass
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
;
struct appdata
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
;
v2f vert( appdata v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
fixed4 frag(v2f i) : SV_Target
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TreeTransparentCutout" "DisableBatching"="True"
Pass
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
struct appdata
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
;
v2f vert( appdata v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
Pass
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
struct appdata
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
;
v2f vert( appdata v )
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="TreeBillboard"
Pass
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert (appdata_tree_billboard v)
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="GrassBillboard"
Pass
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert (appdata_full v)
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
SubShader
Tags "RenderType"="Grass"
Pass
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
;
v2f vert (appdata_full v)
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
ENDCG
Fallback Off
------by wolf96 2018/12/20
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