有时候我们想让自己控制的角色在障碍物内显示出来,其中的透明效果可以 用rim边缘光来绘制,即面与视线越接近90度 那么所绘制的颜色越暗。可以先绘制X-ray再绘制物体,这样可以避免自己“穿透”自己的的问题。
Shader "Unlit/X-ray"
{
Properties
{
_Color ("_Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
// 先绘制被遮挡绘制 X-ray
Pass
{
Tags {"RenderType"="Opaque" }
Blend One One
ZWrite off
ZTest greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.viewDir = ObjSpaceViewDir(v.vertex);
o.normal = v.normal;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 normal = normalize(i.normal);
fixed3 viewDir = normalize(i.viewDir);
float rim = 1 - dot(normal, viewDir);
return _Color * rim * 0.5;
}
ENDCG
}
// 再绘制物体
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed hLambert = saturate(dot(worldNormal, worldLightDir));
hLambert = (hLambert * 0.5 + 0.5);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col = col * hLambert;
return col;
}
ENDCG
}
}
Fallback "Specular"
}