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Shader效果积累

来源:独旅网

物体描边

效果图

Shader "Custom/GeometryEdge" {
Properties{
	_Color("Color",Color)=(1,1,1,1)
	_EdgeColor("EdgeColor",Color)=(1,1,1,1)
	_EdgeFactor("EdgeFactor",Range(0,6))=3
	_MainTex("MainTex",2D)="white"{}
}
SubShader{

	Pass{
		Tags{"LightMode"="ForwardBase"}		
		CGPROGRAM	
		#pragma vertex vert
		#pragma fragment frag
		#include "Lighting.cginc"  

		fixed4 _Color;
		sampler2D _MainTex;
		float4 _MainTex_ST;

		struct a2v{
			float4 vertex:POSITION;
			float3 normal:NORMAL;
			float4 texcoord:TEXCOORD0;
		};
		struct v2f{
			float4 pos:SV_POSITION;
			float2 uv:TEXCOORD0;
			float3 worldNormal:TEXCOORD1;
			float4 worldPos:TEXCOORD2;
		};

		v2f vert(a2v v){
			v2f o;
			o.pos=UnityObjectToClipPos(v.vertex);
			o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
			o.worldPos=mul(unity_ObjectToWorld,v.vertex);
			o.worldNormal=UnityObjectToWorldNormal(v.normal);

			return o;
		}

		fixed4 frag(v2f i):SV_Target{
			fixed3 worldNormal=normalize(i.worldNormal);
			fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.pos));

			fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;
			fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
			fixed3 diffuse=(_LightColor0.rgb)*albedo*max(0,dot(worldNormal,worldLightDir));

			return fixed4(ambient+diffuse,1.0);
		}
		ENDCG
	}

	Pass{
		Tags{"LightMode"="ForwardBase"}		
		Cull Front   //剔除正面

		CGPROGRAM	
		#pragma vertex vert
		#pragma fragment frag
		#include "UnityCG.cginc"  

		fixed4 _EdgeColor;
		float   _EdgeFactor;

		float4 vert(appdata_base v):SV_POSITION{
	
			float4 pos=UnityObjectToClipPos(v.vertex);
			//将法线转换到裁剪空间
			float3 clipNormal=mul((float3x3)UNITY_MATRIX_MVP,v.normal);
			//裁剪空间定点朝法线方向进行移动
			pos.xy+=_EdgeFactor*clipNormal.xy;

			return pos;
		}

		fixed4 frag():SV_Target{	
			return _EdgeColor;
		}
		ENDCG
	}
}
FallBack "Diffuse"
}

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