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"
}