shader问题解答:扣扣 2540,33230
要想实现边缘泛光,只需要将普通的diffuse反射的亮度反过来即可。所以将1减去法向量和视角点乘的值即可。
Shader "Custom/FragmentShader" {
properties{
_SpecularColor("SpecularColor",color)=(1,1,1,1)
_Shininess("Shininess",range(1,8))=4
}
SubShader {
PASS{
tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
float4 _SpecularColor;
float _Shininess;
struct v2f{
float4 pos:POSITION;
float3 normal1:TEXCOORD0;
float4 vertex1:TEXCOORD1;
};
v2f vert(appdata_base v){
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.normal1=v.normal;
o.vertex1=v.vertex;
return o;
}
float4 frag(v2f IN):COLOR{
float4 col= UNITY_LIGHTMODEL_AMBIENT;
float3 N=normalize(UnityObjectToWorldNormal(IN.normal1));
float3 worldPos=mul(unity_ObjectToWorld,IN.vertex1).xyz;
float3 V=normalize(_WorldSpaceCameraPos.xyz-worldPos);
float diffuseScale=pow(1.0-saturate(dot(V,N)),_Shininess);
col+=_LightColor0*diffuseScale;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
如果想实现透明的状况,而且被遮挡的物体颜色也实现变化,那么就需要再将上面的代码再稍作修改。
Shader "Custom/FragmentShader" {
properties{
_SpecularColor("SpecularColor",color)=(1,1,1,1)
_Shininess("Shininess",range(1,8))=4
}
SubShader {
Tags { "Queue" = "Transparent" }
PASS{
Blend SrcAlpha OneMinusSrcAlpha
zwrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
float4 _SpecularColor;
float _Shininess;
struct v2f{
float4 pos:POSITION;
float3 normal1:TEXCOORD0;
float4 vertex1:TEXCOORD1;
};
v2f vert(appdata_base v){
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);
o.normal1=v.normal;
o.vertex1=v.vertex;
return o;
}
float4 frag(v2f IN):COLOR{
//float4 col= UNITY_LIGHTMODEL_AMBIENT;
float3 N=normalize(UnityObjectToWorldNormal(IN.normal1));
float3 worldPos=mul(unity_ObjectToWorld,IN.vertex1).xyz;
float3 V=normalize(_WorldSpaceCameraPos.xyz-worldPos);
float diffuseScale=pow(1.0-saturate(dot(V,N)),_Shininess);
float4 col=_LightColor0*diffuseScale;
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}