Unity Shader Example 21 (Highlighting 边缘光)

主要参考Highlighting System 插件。


效果:


被Plane挡住:




没有被plane挡住:




HighlightableObjectSimple 组件,挂上这个组件的物体更换所有的材质,更换物体的layer。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class HighlightableObjectSimple : MonoBehaviour {
    private List<HighlightingRendererCache> highlightableRenderers;
    private bool zWrite = false;
    private static float transparentCutoff = 0.5f;
    private bool materialsIsDirty = true;
    private int[] layersCache;
    public static int highlightingLayer = 7;
    private Color currentColor;


    private Material highlightingMaterial
    {
        get
        {
            return zWrite ? opaqueZMaterial : opaqueMaterial;
        }
    }

    // Common (for this component) replacement material for opaque geometry highlighting
    private Material _opaqueMaterial;
    private Material opaqueMaterial
    {
        get
        {
            if (_opaqueMaterial == null)
            {
                _opaqueMaterial = new Material(opaqueShader);
                _opaqueMaterial.hideFlags = HideFlags.HideAndDontSave;
            }
            return _opaqueMaterial;
        }
    }

    // Common (for this component) replacement material for opaque geometry highlighting with Z-Buffer writing enabled
    private Material _opaqueZMaterial;
    private Material opaqueZMaterial
    {
        get
        {
            if (_opaqueZMaterial == null)
            {
                _opaqueZMaterial = new Material(opaqueZShader);
                _opaqueZMaterial.hideFlags = HideFlags.HideAndDontSave;
            }
            return _opaqueZMaterial;
        }
    }

    // 
    private static Shader _opaqueShader;
    private static Shader opaqueShader
    {
        get
        {
            if (_opaqueShader == null)
            {
                _opaqueShader = Shader.Find("Hidden/Highlighted/StencilOpaque");
            }
            return _opaqueShader;
        }
    }

    // 
    private static Shader _transparentShader;
    public static Shader transparentShader
    {
        get
        {
            if (_transparentShader == null)
            {
                _transparentShader = Shader.Find("Hidden/Highlighted/StencilTransparent");
            }
            return _transparentShader;
        }
    }

    // 
    private static Shader _opaqueZShader;
    private static Shader opaqueZShader
    {
        get
        {
            if (_opaqueZShader == null)
            {
                _opaqueZShader = Shader.Find("Hidden/Highlighted/StencilOpaqueZ");
            }
            return _opaqueZShader;
        }
    }

    // 
    private static Shader _transparentZShader;
    private static Shader transparentZShader
    {
        get
        {
            if (_transparentZShader == null)
            {
                _transparentZShader = Shader.Find("Hidden/Highlighted/StencilTransparentZ");
            }
            return _transparentZShader;
        }
    }

    void Start()
    {
        InitMaterials(false);
    }

    private void InitMaterials(bool writeDepth)
    {
        highlightableRenderers = new List<HighlightingRendererCache>();

        MeshRenderer[] mr = GetComponentsInChildren<MeshRenderer>();
        CacheRenderers(mr);

        SkinnedMeshRenderer[] smr = GetComponentsInChildren<SkinnedMeshRenderer>();
        CacheRenderers(smr);

        materialsIsDirty = false;
    }

    private void CacheRenderers(Renderer[] renderers)
    {
        for (int i = 0; i < renderers.Length; i++)
        {
            Material[] materials = renderers[i].sharedMaterials;

            if (materials != null)
            {
                highlightableRenderers.Add(new HighlightingRendererCache(renderers[i], materials, highlightingMaterial, zWrite));
            }
        }
    }
    private void OnEnable()
    {
        HighlightingEffect.highlightingEvent += UpdateEventHandler;
    }
    private void OnDisable()
    {
        HighlightingEffect.highlightingEvent -= UpdateEventHandler;

        if (highlightableRenderers != null)
        {
            highlightableRenderers.Clear();
        }

        // Reset highlighting parameters to default values
        layersCache = null;
        materialsIsDirty = true;
        zWrite = false;

        if (_opaqueMaterial)
        {
            DestroyImmediate(_opaqueMaterial);
        }

        if (_opaqueZMaterial)
        {
            DestroyImmediate(_opaqueZMaterial);
        }
    }

    private void SetColor(Color c)
    {
        if (currentColor == c)
        {
            return;
        }

        if (zWrite)
        {
            opaqueZMaterial.SetColor("_Outline", c);
        }
        else
        {
            opaqueMaterial.SetColor("_Outline", c);
        }

     
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