Home Game Development shaders – Render solely a part of mesh that’s intersected into inother Mesh in Unity

shaders – Render solely a part of mesh that’s intersected into inother Mesh in Unity

0
shaders – Render solely a part of mesh that’s intersected into inother Mesh in Unity

[ad_1]

How am i able to make ZTest solely occur inside a object not behind it?
my shader is easy unlit with two move one is ZTest Greater as purple one and one is ZTest Less which is blue one.

How i can I obtain the best facet outcome?
ResultIhaveandWant

Here is my present easy shader code :

Shader "Unlit/ShaderX"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderKind"="Opaque" }
        LOD 100
        Pass
        {
            ZTest Greater
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #embody "UnityCG.cginc"

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

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

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

            fixed4 frag (v2f i) : SV_Target
            {
                // pattern the feel
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return float4(1,0,0,1);
            }
            ENDCG
        }

        Pass
        {
            ZTest Less
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #embody "UnityCG.cginc"

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

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

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

            fixed4 frag (v2f i) : SV_Target
            {
                // pattern the feel
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return float4(0,0,1,1);
            }
            ENDCG
        }
    }
}

A unity workers advised me this soultion :

  1. Render the containers
  2. Render the sphere again faces with ztest and write into the stencil buffer : the stencil has now a masks of the sphere however field pixels are lacking
  3. Render the sphere entrance faces with ztest once more and invert the values of the stencil bit: the masks ought to now be solely the place the field is intersecting the sphere
  4. Render the “inside” move of the field

I do not know how to do that inside shader

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here