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unity描边发光shader_Unity Shader 边缘高亮、描边

unity 边缘自定角度高光,描边

原标题:Unity Shader 边缘高亮、描边

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Outlined/Silhouetted Diffuse" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (0.0, 0.03)) = .005 _MainTex ("Base (RGB)", 2D) = "white" { } } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); // o.pos.xy += _Outline; o.pos.xy += offset * _Outline; o.color = _OutlineColor; return o; } ENDCG SubShader { Tags { "Queue" = "Transparent" } // note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off ZTest Always ColorMask RGB // alpha not used // you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } Pass { Name "BASE" ZWrite On ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { ConstantColor [_Color] Combine texture * constant } SetTexture [_MainTex] { Combine previous * primary DOUBLE } } } Fallback "Diffuse" } 返回搜狐,查看更多

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