法向量的确很神奇 !!
Shader "Custom/RedBound2" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Pow ("Pow", Range(7.0,10.0)) = 8.0
}
SubShader {
Tags { "RenderType"="Opaque" }
// LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _MainTex_ST;
float _Pow;
struct v2f {
float4 pos : POSITION;
// fixed4 color : COLOR;
// float4 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float amount:TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
float3 nm;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
nm = mul (UNITY_MATRIX_IT_MV, float4(v.normal,0)).xyz;
// nm = mul (UNITY_MATRIX_MV, float4(v.normal,0)).xyz;
// mul (UNITY_MATRIX_MVP,v.normal.xyzz).xyz;
nm = normalize(nm);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.amount = saturate((nm.x*nm.x + nm.y*nm.y - nm.z*nm.z*0.3));
// o.amount = saturate((nm.x*nm.x + nm.y*nm.y));
o.amount =pow(o.amount,_Pow);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 ret;
fixed4 f4=tex2D(_MainTex,i.texcoord);
ret.rgb=lerp(f4.rgb,fixed3(1,0,0),i.amount);
ret.a=f4.a;
return ret;
}
ENDCG
}
}
}