34 lines
1.7 KiB
Plaintext
34 lines
1.7 KiB
Plaintext
******** Shader Render Queue ********
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Opaque = 2000
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AlphaTest = 2450
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-- T4M = 2451(AlphaTest + 1) 减少四贴图Shader渲染
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-- PlayerXRay = 2453(AlphaTest + 3) 阻挡物完全渲染后再渲染
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-- CharacterInGame/NPC/NPCAlpha/CharacterFrozen = 2460(AlphaTest + 10) 将会覆盖XRay
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-- NPCDead = 2470(AlphaTest + 20) ZWrite,主要使用AlphaTest,少量AlphaBlend。Blend SrcAlpha OneMinusSrcAlpha。
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-- Skybox = 2490(AlphaTest + 40)非摄像机天空盒子,在水面之前渲染
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不透明最高Queue = 2500
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-- PlayerZ = 2501(AlphaTest + 51) ZWrite,ColorMask 0,PlayerTransparent写Z,会导致半透角色背后的NPCDead和特效不渲染,可接受
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-- PlayerTransparent/PlayerWing = 2502(AlphaTest + 52) 半透明,Blend SrcAlpha OneMinusSrcAlpha,需要受到扭曲和水面影响。
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-- TargetSelect = 2503(AlphaTest + 53) 使用Stencil来判断是否覆盖渲染
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-- Water = 2505(AlphaTest + 55) 半透明,Blend SrcAlpha OneMinusSrcAlpha,比扭曲略低以使用扭曲效果
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-- TerrainTransparent = 2505(AlphaTest+55) 半透明,Blend SrcAlpha OneMinusSrcAlpha,比扭曲略低以使用扭曲效果
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-- NiuQu = 2510(AlphaTest+60) 屏幕扭曲,默认扭曲低于一般透明,高于水和地形透明
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-- SkillRange/SkillWarning = 2999 技能指示器,使用Stencil来穿透地面,但是保持被角色Z遮挡
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Transparent = 3000
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******** Shader Multi-Compile Tags ********
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Unity定义
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水面深度 - WATER_DEPTH_OFF
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地表法线 - T4M_NORMAL_OFF
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环境光效 - T4M_UNITY_GI_OFF
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特效扭曲 - SFX_DISTORTION_OFF
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主角贴图 - CHARACTER_NORMAL_OFF
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******* Stencil *******
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写入
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1 = 角色/NPC所在像素,CharacterInGame/NPC/NPCAlpha/CharacterFrozen/PlayerZ
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检测
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1 = SkillRange,Equal做ZTest On,否则ZTest Always |