Shader学习历程(三)——shaderlab中边缘光的不同实现

学习,由易到难。
这里写图片描述

Surface Shaders实现:

Shader "Custom/sahder1.1" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
            float3 worldNormal;
            float3 viewDir;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        void surf (Input IN, inout SurfaceOutputStandard o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
            fixed3 c1=_Color*(1.0 - saturate(dot (normalize(IN.viewDir), normalize(IN.worldNormal))));
            o.Emission =c1 ;
        }
        ENDCG
    } 
    FallBack "Diffuse"
}

Vertex and Fragment Shaders实现

Shader "Custom/shader1.2" {
     properties
     {
        _mainTex("mainTex",2D)="white"{}
        _Color("Color",Color)=(1,1,0,0.5)
     }
     subshader
     {
        pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            float4 _Color;
            sampler2D _mainTex;
            struct v2f
            {
                float4 pos: SV_POSITION;
                float2 uv:TEXCOOD0;
                float4 p1:TEXCOOD1;
                float4 p2:TEXCOOD2;
            };
            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
                o.p1=mul(_Object2World,v.vertex);
                o.p2=mul( _World2Object,v.normal );
                o.uv=v.texcoord;
                return o;
            }
            half4 frag(v2f i):COLOR{
                half4 c=tex2D(_mainTex,i.uv);
                float3 viewDir=_WorldSpaceCameraPos-i.p1;
                fixed3 c1=_Color*(1-saturate(dot (normalize(viewDir), normalize(i.p2))));
                half4 c2=half4(c1,0.5);
                c+=c2;
                return c;
            }
            ENDCG
        }

     }
     }
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