在视空中挤出或沿法线挤出一点就可以得到一个物体的描边,但是如果模犁很复杂,有些地方继续要按照法线方向挤出,有些方向却需要按照顶点方向挤出, 因些需要判定什么时候顶点方向指向几何中心,什么时候背离它,通过顶点和法线的点乘就可以知道指向还是背离几何中心
Shader "Custom/Outline" {
Properties
{
_OutlineColor ("OutlineColor", Color) = (1,1,1,1)
_OutlineSize ("OutlineSize", range(0,2)) = 0.2
_Factor ("Factor", range(0,1)) = 0.5
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _OutlineColor;
float _OutlineSize;
float _Factor;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.color = _OutlineColor;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 dir = normalize(v.vertex.xyz);
float3 dir2 = v.normal;
float D = dot(dir, dir2);
D = (D / _Factor + 1) / (1 + 1 / _Factor);
dir = lerp(dir2, dir, D);
dir = mul((float3x3)UNITY_MATRIX_IT_MV, dir);
float2 offset = TransformViewToProjection(dir.xy);
offset = normalize(offset);
o.pos.xy += offset * _OutlineSize;
return o;
}
fixed4 frag(v2f i):COLOR
{
return i.color;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i):COLOR
{
float4 c = tex2D(_MainTex, i.uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}