Unity 实现让物体渲染在最前面

演示

实现方案

1.创建一个shader脚本

2.删掉原来的内容:我们自己写

附上完整的shader代码:

Shader "Custom/ZTestAlways"
{
    Properties 
    {
        _Color ("Color Tint",Color) = (1,1,1,1)
        _MainTex("Main Tex",2D) = "white"{}
    }
    SubShader
    {
         Pass{
            
            ZTest Always
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;

            struct a2v{
                float4 texcoord:TEXCOORD0;
                float4 vertex :POSITION;
            };
            struct v2f{
                float4 pos :SV_POSITION;
                float2 uv:TEXCOORD2;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord*_MainTex_ST.xy+_MainTex_ST.zw;
                return  o;
            }

            float4 frag(v2f i):SV_Target{
                fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_Color.rgb;
                return fixed4(albedo,1.0);
            }
            ENDCG
        }
    }
    FallBack "Specular"
}

3创建材质球,选择刚才的shader代码

4.然后附加到你的材质球上就可以看到效果啦

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转载自blog.csdn.net/qq_58870988/article/details/139338798