源码 / shaders/Ch25/GhostComposite.glsl
shaders/Ch25/GhostComposite.glsl
// 案例 25.7:把“幽灵层”RT 半透明地合成回屏幕,并与场景深度比较实现正确遮挡。 Shader "Cookbook/Ch25/GhostComposite" { SubShader { Tags { "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline" } ZTest Always ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha Pass { Name "GhostComposite" GLSLPROGRAM VARYING vec2 texcoord; #ifdef VERTEX // Blit.hlsl 的 Vert:全屏三角形 void main() { vec2 p = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); texcoord = p * _BlitScaleBias.xy + _BlitScaleBias.zw; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); } #endif #ifdef FRAGMENT // _BlitTexture_TexelSize、_CameraDepthTexture / SampleSceneDepth 由 Core.glsl 提供 uniform highp sampler2D _GhostDepth; // 幽灵层自己的深度 uniform float _Opacity; uniform vec4 _Tint; uniform vec4 _RimColor; uniform float _RimWidth; vec4 Frag() { vec2 uv = texcoord; // sampler_PointClamp:按纹素整数坐标取,不做双线性 ivec2 pix = ivec2(uv * _BlitTexture_TexelSize.zw); vec4 ghost = texelFetch(_BlitTexture, pix, 0); // 1) 遮挡:幽灵层深度 与 场景深度 都换成线性深度再比较,与平台的 Reversed-Z 无关 float ghostEye = LinearEyeDepth(texelFetch(_GhostDepth, pix, 0).r, _ZBufferParams); float sceneEye = LinearEyeDepth(SampleSceneDepth(uv), _ZBufferParams); float visible = step(ghostEye, sceneEye + 0.01); // 2) 轮廓光:覆盖率(alpha)在邻域里的最小值 < 1 说明靠近剪影边缘 vec2 r = _BlitTexture_TexelSize.xy * _RimWidth; float minA = ghost.a; minA = min(minA, texture(_BlitTexture, uv + vec2( r.x, 0.0)).a); minA = min(minA, texture(_BlitTexture, uv + vec2(-r.x, 0.0)).a); minA = min(minA, texture(_BlitTexture, uv + vec2(0.0, r.y)).a); minA = min(minA, texture(_BlitTexture, uv + vec2(0.0, -r.y)).a); float rim = ghost.a * (1.0 - minA); // 3) 整层统一透明度:内部的穿插面在离屏 RT 里已被深度测试剔除,合成时看不到 vec3 rgb = ghost.rgb * _Tint.rgb + _RimColor.rgb * rim; float alpha = saturate(ghost.a * _Opacity + rim) * visible; return vec4(rgb, alpha); } void main() { fragColor = Frag(); } #endif ENDGLSL } } }