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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