Unity发布apk部分真机虚线采样变成实线问题

以下为shader代码

cs 复制代码
Shader "Custom/ArrowDottedLine"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _BaseColor ("Base Color", Color) = (1,1,1,1)
        _TilingX ("Tiling X", Float) = 1
        _OffsetX ("Offset X", Float) = 0
        _AlphaClip ("Alpha Clip Threshold", Range(0,1)) = 0.5
    }
    SubShader
    {
        Tags
        {
            "RenderType"="TransparentCutout" "Queue"="AlphaTest" 
        }
        LOD 100
        ZTest Always
        Cull Off
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
            };

            sampler2D _MainTex;
            UNITY_INSTANCING_BUFFER_START(Props)
                UNITY_DEFINE_INSTANCED_PROP(fixed4, _BaseColor)
                UNITY_DEFINE_INSTANCED_PROP(float, _TilingX)
                UNITY_DEFINE_INSTANCED_PROP(float, _OffsetX)
                UNITY_DEFINE_INSTANCED_PROP(float, _AlphaClip)
            UNITY_INSTANCING_BUFFER_END(Props)

            v2f vert(appdata v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.color = v.color;
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float tilingX = UNITY_ACCESS_INSTANCED_PROP(Props, _TilingX);
                float offsetX = UNITY_ACCESS_INSTANCED_PROP(Props, _OffsetX);
                float alphaClip = UNITY_ACCESS_INSTANCED_PROP(Props, _AlphaClip);
                float2 uv = float2(i.uv.x * tilingX + offsetX, i.uv.y);
                                 
                fixed4 texCol = tex2D(_MainTex, uv);
                clip(texCol.a - alphaClip);
                fixed4 baseCol = UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor);
                fixed4 finalCol;
                finalCol.rgb = texCol.rgb * baseCol.rgb;
                finalCol.a = texCol.a * baseCol.a;
                finalCol.a *= i.color.a;
                return finalCol;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

问题:

复制代码
_AlphaClip ("Alpha Clip Threshold", Range(0,1)) = 0.5
Range精度问题
在某些设备上,Shader编译器的优化可能导致Range属性的默认值被截断,导致裁切空白像素时无法正常生效

解决方案:
cs 复制代码
Shader "Custom/ArrowDottedLine"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _BaseColor ("Base Color", Color) = (1,1,1,1)
        _TilingX ("Tiling X", Float) = 1
        _OffsetX ("Offset X", Float) = 0
        _AlphaClip ("Alpha Clip Threshold", Float) = 0.5
    }
    SubShader
    {
        Tags
        {
            "RenderType"="TransparentCutout" "Queue"="AlphaTest" 
        }
        LOD 100
        ZTest Always
        Cull Off
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float4 color : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
            };

            sampler2D _MainTex;
            UNITY_INSTANCING_BUFFER_START(Props)
                UNITY_DEFINE_INSTANCED_PROP(fixed4, _BaseColor)
                UNITY_DEFINE_INSTANCED_PROP(float, _TilingX)
                UNITY_DEFINE_INSTANCED_PROP(float, _OffsetX)
                UNITY_DEFINE_INSTANCED_PROP(float, _AlphaClip)
            UNITY_INSTANCING_BUFFER_END(Props)

            v2f vert(appdata v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.color = v.color;
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float tilingX = UNITY_ACCESS_INSTANCED_PROP(Props, _TilingX);
                float offsetX = UNITY_ACCESS_INSTANCED_PROP(Props, _OffsetX);
                float alphaClip = UNITY_ACCESS_INSTANCED_PROP(Props, _AlphaClip);
                float2 uv = float2(i.uv.x * tilingX + offsetX, i.uv.y);
                                 
                fixed4 texCol = tex2D(_MainTex, uv);
                clip(texCol.a - alphaClip);
                fixed4 baseCol = UNITY_ACCESS_INSTANCED_PROP(Props, _BaseColor);
                fixed4 finalCol;
                finalCol.rgb = texCol.rgb * baseCol.rgb;
                finalCol.a = texCol.a * baseCol.a;
                finalCol.a *= i.color.a;
                return finalCol;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
复制代码
_AlphaClip ("Alpha Clip Threshold", Float) = 0.5
声明透明度裁切阈值属性为Float
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