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。