Shader "Custom/Cull" {
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
// ---- forward rendering base pass:
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f{
float4 pos:SV_POSITION;
};
v2f vert(appdata_base v){
v2f o;
o.pos=v.vertex;
o.pos.xyz+=v.normal*0.03;
o.pos=mul(UNITY_MATRIX_MVP,o.pos);
return o;
}
float4 frag(v2f i):COLOR{
return float4(1,0,0,1);
}
ENDCG
}
Tags { "RenderType"="Opaque" }
LOD 100
Pass{
Cull BACK
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Unity3D shader描边效果源码
最新推荐文章于 2020-05-02 09:50:07 发布