Unity Shader 物体被遮挡时显示X-Ray(X光)效果

效果图

在这里插入图片描述

代码

Shader "DC/Shader/ShaderDemo/XRay"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _RayCol("RayCol",Color)=(1,1,1,1)
        _RimCol("RimCol",Color)=(1,1,1,1)
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Transparent" }
        LOD 100

        CGINCLUDE
        #include "UnityCG.cginc"
        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
            float3 normal : NORMAL;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
            float4 worldPos : TEXCOORD1;
            float3 worldNormal : NORMAL;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;

        fixed4 _RayCol;
        fixed4 _RimCol;

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            o.worldPos = mul(unity_ObjectToWorld,v.vertex);
            o.worldNormal = mul(unity_ObjectToWorld, v.normal);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            //diffuse + specular + rim light
            // float3 lDir = normalize(UnityWorldSpaceLightDir(i.worldPos.xyz));
            //lambert
            // float diffuse = saturate(dot(i.worldNormal, lDir));
            // float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos.xyz);
            float3 vDir = UnityWorldSpaceViewDir(i.worldPos.xyz);
            //blinn phong
            // float specular = pow(max(0,dot(i.worldNormal, normalize(vDir + lDir))),5);
            float rim = saturate(dot(i.worldNormal, vDir));
            // fixed3 rgb = _RayCol.rgb * (diffuse + specular);
            // return fixed4(lerp(rgb,fixed3(0,0,0), rim), _RayCol.a);
            // return fixed4(fixed3(0,0,1) * (1 - rim), _RayCol.a);
            // return fixed4(0.5,0.5,0.5,1);
            // return lerp(_RayCol, fixed4(0,0,0,0), rim);
            return lerp(_RimCol, fixed4(0,0,0,0), rim);
        }

        fixed4 normalFrag(v2f i) : SV_Target
        {
            fixed4 col = tex2D(_MainTex, i.uv);
            return col;
        }
        ENDCG

        // 正常pass
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            // Blend SrcAlpha One

            ZTest Less
            // ZTest Greater
            // ZTest Always
            ZWrite On

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment normalFrag
            ENDCG
        }
        // X-Ray pass
        Pass
        {
            // Blend SrcAlpha OneMinusSrcAlpha
            Blend SrcAlpha One

            // ZTest Less
            ZTest Greater
            // ZTest Always
            ZWrite Off
            Cull Off

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            ENDCG
        }
    }
}

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