用于untiy的简单轮廓光.笔记
尝试改变 _RimColor,_RimPower,_Atten来查看效果.
Shader "Level4/Rim/SimpleRim" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_RimColor("Rim Color",color) = (1,1,1,1)
_RimPower("Rim Power",float) = 2
_Atten("Atten",float) = 2
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf HalfLambertRim
sampler2D _MainTex;
half4 _RimColor;
half _RimPower;
half _Atten;
struct Input {
float2 uv_MainTex;
};
inline fixed4 LightingHalfLambertRim(SurfaceOutput s,half3 lightDir,half3 viewDir,half atten){
half3 halfVector = normalize(lightDir+viewDir);
fixed NdotL = max(0,dot(s.Normal,lightDir));
fixed NdotE = max(0,dot(s.Normal,viewDir));
fixed NdotH = max(0,dot(s.Normal,halfVector));
fixed EdotH = max(0,dot(viewDir,halfVector));
fixed halfLambert = pow(NdotL * 0.5 + 0.5,2);
fixed rimLight = 1 - NdotE;
rimLight = pow(rimLight,_RimPower) * NdotH;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb + rimLight.xxx * _RimColor) * (halfLambert * atten * _Atten);
c.a = s.Alpha;
return c;
}
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
尝试改变 _RimColor,_RimPower,_Atten来查看效果.