Unity3d Research institute The local transparency effect when the camera and the role are blocked

Source: Internet
Author: User

1. The local transparency effect is achieved by shader modification

Shader "Custom/playerdiffuse"
{
Properties
{
_notvisiblecolor ("Notvisiblecolor (RGB)", Color) = (0.3, 0.3, 0.3, 1)
_maintex ("Base (RGB)", 2D) = "White" {}
}

Subshader
{
Tags {"Queue" = "geometry+500" "rendertype" = "Opaque"}
LOD 200

Pass
{
ZTest Greater
Lighting OFF
Zwrite OFF
Color [_notvisiblecolor]
Blend Srcalpha Oneminussrcalpha
SetTexture [_maintex] {Constantcolor [_notvisiblecolor] combine constant * texture}

}

Pass {
ZTest lequal
Material
{
Diffuse (1,1,1,1)
Ambient (1,1,1,1)
}
Lighting OFF
SetTexture [_maintex] {combine texture}
}

}
FallBack "Diffuse"
}

Unity3d Research institute The local transparency effect when the camera and the role are blocked

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