2016년 6월 29일 수요일

Unity Shader Tags

+1, -1 등으로 그리는 순서를 인위적으로 배치할 수 있다.

ZWrite Off 상태가 차이점을 확인하기 가장 좋다.
ZWrite On 의 경우 Z buffer를 참고하기 때문에 + - 의 효과가 없다.


+1 -1 했다면 쉐이더를 다른 것( 스텐다스 쉐이더 등)으로 교체했다가 다시 원래것으로 해야 적용이 된다.

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Queue

Background - ( 1000 ) this render queue is rendered before any others. You’d typically use this for things that really need to be in the background.

Geometry (default) - ( 2000 ) this is used for most objects. Opaque geometry uses this queue.

AlphaTest - (2450) alpha tested geometry uses this queue. It’s a separate queue from Geometry one since it’s more efficient to render alpha-tested objects after all solid ones are drawn.

Transparent - ( 3000 ) this render queue is rendered after Geometry and AlphaTest, in back-to-front order. Anything alpha-blended (i.e. shaders that don’t write to depth buffer) should go here (glass, particle effects).

Overlay - ( 4000 ) this render queue is meant for overlay effects. Anything rendered last should go here (e.g. lens flares).

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RenderType

Opaque: most of the shaders (Normal, Self Illuminated, Reflective, terrain shaders).

Transparent: most semitransparent shaders (Transparent, Particle, Font, terrain additive pass shaders).

TransparentCutout: masked transparency shaders (Transparent Cutout, two pass vegetation shaders).

Background: Skybox shaders.

Overlay: GUITexture, Halo, Flare shaders.

TreeOpaque: terrain engine tree bark.

TreeTransparentCutout: terrain engine tree leaves.

TreeBillboard: terrain engine billboarded trees.

Grass: terrain engine grass.

GrassBillboard: terrain engine billboarded grass.

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IgnoreProjector

If IgnoreProjector tag is given and has a value of “True”, then an object that uses this shader will not be affected by Projectors. This is mostly useful on semitransparent objects, because there is no good way for Projectors to affect them.



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dd



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