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我感觉可以改进一点,透明度混合的双面渲染,渲染背面的 Pass 里,计算漫反射那行可以改成 fixed3 diffuse = _LightColor0.rgb * albedo * max(0, - dot(worldNormal, worldLightDir)); 就是在 dot 前加负号,因为背面的法线方向是反的,修改前直接光没效果,只有环境光。 另外透明度测试的双面渲染,也可以分成两个 Pass,这样修改。
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, - dot(worldNormal, worldLightDir));
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我感觉可以改进一点,透明度混合的双面渲染,渲染背面的 Pass 里,计算漫反射那行可以改成
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, - dot(worldNormal, worldLightDir));
就是在 dot 前加负号,因为背面的法线方向是反的,修改前直接光没效果,只有环境光。
另外透明度测试的双面渲染,也可以分成两个 Pass,这样修改。
The text was updated successfully, but these errors were encountered: