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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?
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 :
- Render the containers
- 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
- 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
- Render the “inside” move of the field
I do not know how to do that inside shader
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