边缘发光shader

Shader "Custom/VertexAndFrag" {
	 Properties {

        _MainTex ("Base (RGB)", 2D) = "white" {}

        _Color ("Main Color", Color) = (1,1,1,1)

        _RimColor ("Rim Color", Color) = (1, 1, 1, 1)

        _RimWidth ("Rim Width", Float) = 0.7

    }

   SubShader {

        Pass {

            Lighting Off

            CGPROGRAM

                #pragma vertex vert

                #pragma fragment frag

                #include "UnityCG.cginc"

                struct appdata
                {
                    float4 vertex : POSITION;

                    float3 normal : NORMAL;

                    float2 texcoord : TEXCOORD0;

                };
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float2 uv : TEXCOORD0;
                    fixed3 color : COLOR;
                };
                uniform float4 _MainTex_ST;
                uniform fixed4 _RimColor;
                float _RimWidth;
                v2f vert (appdata_base v) {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                    float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                    float dotProduct = 1 - dot(v.normal, viewDir);
                    o.color = smoothstep(1- _RimWidth, 1.0, dotProduct)*_RimColor;
                     //equal t=clamp(dotPrduct,1-RimWidth,1);t*t*(3-2*t);
                    o.uv = v.texcoord.xy;

                    return o;

                }

                uniform sampler2D _MainTex;

                uniform fixed4 _Color;

                fixed4 frag(v2f i) : COLOR {

                    fixed4 texcol = tex2D(_MainTex, i.uv);

                    texcol *= _Color;

                    texcol.rgb += i.color;

                    return texcol;

                }

            ENDCG

        }

    }

}

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