注意:Unity 5 引入了标准着色器来取代此着色器。
注意:Unity 5 引入了标准着色器来取代此着色器。
此着色器可以通过读取主纹理的 Alpha 通道使网格几何体部分透明或完全透明。在 Alpha 中,0(黑色)表示完全透明,而 255(白色)表示完全不透明。如果主纹理没有 Alpha 通道,则对象将显示为完全不透明。
在游戏中使用透明对象可能很棘手,因为传统的图形编程问题可能会在游戏中带来排序问题。例如,如果在同时透过两个窗口观察时看到奇怪的结果,则表示遇到了在使用透明度方面的典型问题。一般规则是要注意在某些情况下,一个透明对象可能以不寻常的方式在另一个对象之前绘制,特别是在这些对象相交、相互包围或者大小差异巨大的情况下。因此,应该在需要时才使用透明对象,尽量避免过多使用。还应该让设计人员意识到可能发生这样的排序问题,让他们准备改变一些设计来解决这些问题。
注意:Unity 5 引入了标准着色器来取代此着色器。
此__顶点光照__着色器是最简单的着色器之一。照射在其上的所有光源在单个通道中渲染,并仅在顶点处计算。
因为此着色器为顶点光照,所以不会显示任何基于像素的渲染效果,例如光照剪影、法线贴图或阴影。此着色器对模型的细分也更加敏感。如果使用此着色器使点光源非常靠近立方体,则仅在角点处计算光照。像素光照着色器在创建漂亮的圆形高光时更加有效,与细分无关。如果这是您想要的效果,可以考虑使用像素光照着色器或增加对象的细分。
通常,此着色器的渲染成本很低。有关更多详细信息,请查看着色器性能页面。
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