// 为半透明角色写入Z值的Shader,用于防止模型自己穿透自己 Shader "Zhanyou/Character/PlayerZ" { Category { Tags { "Queue"="AlphaTest+51" "IgnoreProjector"="True" } Blend Zero Zero Cull Back Lighting Off ColorMask 0 SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return 0; } ENDCG } } } }