中间透明边缘泛光

Shader "Custom/Silhouette" {
    Properties {
        _MainTex ("Main Tex", 2D) = "white" {}
        _DotProduct("Normal intensity",Range(-1,1))=0.25
    }
    SubShader {
        Tags { "Queue"="Transparent" "IngnoreProjector"="True" "RenderType"="Transparent" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Lambert alpha:fade nolighting

        // 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;
        };

        float _DotProduct;

        void surf (Input IN, inout SurfaceOutput o) {

            fixed4 c = tex2D(_MainTex,IN.uv_MainTex);
            o.Albedo = c.rgb;

            float border = 1-(abs(dot(IN.viewDir,IN.worldNormal)));
            float alpha = (border*(1-_DotProduct)+_DotProduct);

            o.Alpha = c.a*alpha;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
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