轮廓高光效果
Unity官方高光示例
Shader "Example/Rim" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
}
ENDCG
}
Fallback "Diffuse"
}
核心代码是half rim = 1.0 - saturate(dot (normalize(IN.viewDir),o.Normal));
//saturate:returns 0 if x is less than 0; returns 1 if x is greater than 1; returns x otherwise
//saturate for float scalars could be implemented like this
//float saturate(float x){
//return max(0,min(1,x));
//}
//视线方向与法向量夹角为90度时,正好用来模拟侧光的强度
o.Emission=_RimColor.rgb*pow(rim,_RimPower);
//将rim值用一个pow函数进行放大,强化边缘发亮的效果