Shader对于边缘的描绘,以及缩小和放大的时候,对于边缘的shader不受影响

以上分别是摄像机远近距离看的时候。Shader代码如下:

Shader "Unlit/ToonShader" {
	Properties{
		_Color("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex("Main Tex", 2D) = "white" {}
		_Ramp("Ramp Texture", 2D) = "white" {}
		_Outline("Outline", Range(0, 1)) = 0.1
		_OutlineColor("Outline Color", Color) = (0, 0, 0, 1)
		_Specular("Specular", Color) = (1, 1, 1, 1)
		_SpecularScale("Specular Scale", Range(0, 0.1)) = 0.01
	}
	SubShader{
		Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }

		Pass{
			NAME "OUTLINE"

			Cull Front

			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			float _Outline;
			fixed4 _OutlineColor;

			struct a2v {
				float4 vertex : POSITION;
				float3 normal : NORMAL;
			};

			struct v2f {
				float4 pos : SV_POSITION;
			};

			v2f vert(a2v v) {
				v2f o;

				float4 pos = mul(UNITY_MATRIX_MV, v.vertex);
				float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
				normal.z = -0.5;

				//这两行代码就是保持边缘曲线远近距离大小一样的关键
				float dist = distance(_WorldSpaceCameraPos, mul(_Object2World, v.vertex));
				pos = pos + float4(normalize(normal), 0) * _Outline * 0.01 * dist;
				//pos = pos + float4(normalize(normal), 0) * _Outline;

				o.pos = mul(UNITY_MATRIX_P, pos);

				return o;
			}

			float4 frag(v2f i) : SV_Target{
				return float4(_OutlineColor.rgb, 1);
			}
		ENDCG
		}

		Pass{
			Tags{ "LightMode" = "ForwardBase" }

			Cull Back

			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag

			#pragma multi_compile_fwdbase

			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "AutoLight.cginc"
			#include "UnityShaderVariables.cginc"

			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _Ramp;
			fixed4 _Specular;
			fixed _SpecularScale;

			struct a2v {
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 texcoord : TEXCOORD0;
				float4 tangent : TANGENT;
			};

			struct v2f {
				float4 pos : POSITION;
				float2 uv : TEXCOORD0;
				float3 worldNormal : TEXCOORD1;
				float3 worldPos : TEXCOORD2;
				SHADOW_COORDS(3)
			};

			v2f vert(a2v v) {
				v2f o;

				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(_Object2World, v.vertex).xyz;

				TRANSFER_SHADOW(o);
				

				return o;
			}

			float4 frag(v2f i) : SV_Target{
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
				fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);

				fixed4 c = tex2D(_MainTex, i.uv);
				fixed3 albedo = c.rgb * _Color.rgb;

				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

				UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

				fixed diff = dot(worldNormal, worldLightDir);
				diff = (diff * 0.5 + 0.5) * atten;

				fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb;

				fixed spec = dot(worldNormal, worldHalfDir);
				fixed w = fwidth(spec) * 2.0;
				fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale);

				return fixed4(ambient + diffuse + specular, 1.0);
			}
		ENDCG
		}
	}
	FallBack "Diffuse"
}

 

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