Surface shader 多个Pass的写法

在surface shader中,虽然不能用pass这个词,但是最终的shader生成后,会自己生成pass。

那如果我们想在Surface shader中写多个pass怎么办?

其实我们只需要把一个pass的内容包含到CGPROGRAM .... ENDCG 之中就行了,例如下面的shader:

Shader "Custom/MySurface"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _RimWidth("Rim Width", Range(0,10)) = .4
        _RimColor("Rim Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "Queue" = "AlphaTest" "RenderType" = "Opaque" }
        ZWrite Off
        ZTest Greater
        Blend One One

        CGPROGRAM
        
        #pragma surface surf Lambert
        struct Input {
            float3 viewDir;
        };

        float4 _RimColor;
        float _RimWidth;
        void surf (Input IN, inout SurfaceOutput o) {
            // o.Normal = IN.NORMAL;
            half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
            o.Emission = _RimColor.rgb * pow (rim, _RimWidth);
        }
        ENDCG  




        Tags { "RenderType"="Opaque" }
        LOD 200
        Zwrite On
        ZTest LEqual
        Blend off

        CGPROGRAM

        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

 

 

效果就是被遮挡的物体显示成轮廓线。

其中第一个CGPROGRESS...CGEND中就是轮廓的显示代码,后面一个CGPROGRESS...CGEND是物体的正常surface shader代码。

这里要注意 Tags Blend zwrite 这些代码的写的位置。

 

 

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