通道遮罩 ColorMask,原文链接:http://blog.csdn.net/LIQIANGEASTSUN/article/details/44962107
ColorMask可以让我们制定渲染结果的输出通道,而不是通常情况下的RGBA这4个通道全部写入。可选参数是 RGBA 的任意组合以及 0, 这将意味着不会写入到任何通道,可以用来单独做一次Z测试,而不将结果写入颜色通道
使用如下
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| Shader "Custom/PassFive" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags {"RenderType" = "Opaque" "IGNOREPROJECTOR" = "TRUE" "QUEUE" = "Transparent"} LOD 200
Pass {
Blend SrcAlpha One
ColorMask RB
BindChannels { Bind "Vertex", vertex Bind "Normal", normal Bind "Color", color Bind "Texcoord", texcoord0 Bind "Texcoord", texcoord1 }
SetTexture [_MainTex] { Combine texture * primary double } } } FallBack "Diffuse" }
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