unity:
//两个pass
//pass1:将物体放大,用指定颜色(你要求的边缘颜色)渲染
//pass2:物体正常渲染
//后边渲染的会遮挡住前面渲染的,最后就出现边缘选中的效果了
Shader "Unlit/outLineEffect"
{
Properties{
_MainTex("Albedo (RGB)", 2D) = "white" {} //主要的目标纹理变量
_OutLineWidth("width", float) = 1.2//定义一个变量
}
SubShader{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct v2f
{
float2 uv :TEXCOORD0;
float4 vertex:SV_POSITION;
};
float _OutLineWidth;//设置变量
v2f vert(appdata v)
{
v2f o;
v.vertex.xy *= _OutLineWidth;//放大
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) :SV_Target
{
return fixed4(1, 0, 0, 1);
}
ENDCG
}
Pass
{
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct v2f
{
float2 uv :TEXCOORD0;
float4 vertex:SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) :SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//return fixed4(0, 0, 1, 1);//返回蓝色,因为再次渲染会把第一个颜色覆盖掉
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}