JJBB/Assets/Project/Shader/ShaderQueueRecord.txt
2024-08-23 15:49:34 +08:00

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******** Shader Render Queue ********
Opaque = 2000
AlphaTest = 2450
-- T4M = 2451AlphaTest + 1 减少四贴图Shader渲染
-- PlayerXRay = 2453AlphaTest + 3 阻挡物完全渲染后再渲染
-- CharacterInGame/NPC/NPCAlpha/CharacterFrozen = 2460AlphaTest + 10 将会覆盖XRay
-- NPCDead = 2470AlphaTest + 20 ZWrite主要使用AlphaTest少量AlphaBlend。Blend SrcAlpha OneMinusSrcAlpha。
-- Skybox = 2490AlphaTest + 40非摄像机天空盒子在水面之前渲染
不透明最高Queue = 2500
-- PlayerZ = 2501AlphaTest + 51 ZWriteColorMask 0PlayerTransparent写Z会导致半透角色背后的NPCDead和特效不渲染可接受
-- PlayerTransparent/PlayerWing = 2502AlphaTest + 52 半透明Blend SrcAlpha OneMinusSrcAlpha需要受到扭曲和水面影响。
-- TargetSelect = 2503AlphaTest + 53 使用Stencil来判断是否覆盖渲染
-- Water = 2505AlphaTest + 55 半透明Blend SrcAlpha OneMinusSrcAlpha比扭曲略低以使用扭曲效果
-- TerrainTransparent = 2505(AlphaTest+55) 半透明Blend SrcAlpha OneMinusSrcAlpha比扭曲略低以使用扭曲效果
-- 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
-- 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
Transparent = 3000
******** Shader Multi-Compile Tags ********
Unity定义
水面深度 - WATER_DEPTH_OFF
地表法线 - T4M_NORMAL_OFF
环境光效 - T4M_UNITY_GI_OFF
特效扭曲 - SFX_DISTORTION_OFF
主角贴图 - CHARACTER_NORMAL_OFF
******* Stencil *******
写入
1 = 角色/NPC所在像素CharacterInGame/NPC/NPCAlpha/CharacterFrozen/PlayerZ
检测
1 = SkillRangeEqual做ZTest On否则ZTest Always