最近工作中突然有描边的小功能,就写了一个shader收藏,顺便分享下,不喜勿喷,欢迎建议,谢谢!
Shader "Unlit/TraceOutLine"
{
Properties
{
//属性
_MainTex("Texture", 2D) = "white" {}
_Diffuse("Color",Color) = (1,1,1,1)
_OutLineColor("OutlineColor",Color) = (1,1,1,1)
_Outline("Outline",Range(0,1)) = 1
}
SubShader
{
//描边shader渲染方式
Tags {"Queue" = "Geometry+1000" "RenderType" = "Opaque" }
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _OutLineColor;
float _Outline;
struct v2f
{
float4 vertex:SV_POSITION;
};
v2f vert(appdata_base v)
{
v.vertex.xyz += normalize(v.normal) * _Outline / 10;
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
};
fixed4 frag(v2f i) :SV_TARGET
{
return fixed4(_OutLineColor);
};
ENDCG
}
Pass
{
Tags { "LightModel" = "ForwardBase" }
//开启CG代码
CGPROGRAM
//编写指令
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Diffuse;
struct v2f
{
float4 vertex:SV_POSITION;
float2 uv:TEXCOORD0;
float3 worldLightNormal:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
float3 worldPos = mul(unity_ObjectToWorld,v.vertex);
o.worldLightNormal = UnityWorldSpaceLightDir(worldPos);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
};
fixed4 frag(v2f i) :SV_TARGET
{
float3 worldNormalDir = normalize(i.worldNormal);
float3 WorldLightDir = normalize(i.worldLightNormal);
float3 texColor = tex2D(_MainTex,i.uv);
float ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * texColor.rgb;
float3 diffuse = _LightColor0.rgb * _Diffuse.rgb * texColor.rgb * (dot(worldNormalDir,WorldLightDir) * 0.5 + 0.5);
float3 color = diffuse + ambient;
return fixed4(color,1);
};
ENDCG
}
}
Fallback "Diffuse"
}