基于Unity2021的URP的RenderFeature进行Outline的另一种方法里面使用的Shader是基于Shader Graph开发的。但是我一直想把这里面给的两个shader替换成手写代码的,经过两天断断续续的编写,算是走通了,希望以后能够对手写URP的shader越来越熟悉。
首先是ViewSpaceNormal这个shader的代码:
Shader "URP/ViewSpaceNormal"
{
SubShader
{
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float3 normal:NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normal:COLOR0;
};
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS);
o.normal = (TransformWorldToViewDir(TransformObjectToWorldDir(v.normal)) + float3(1,1,1)) * 0.5;
//o.normal = (TransformObjectToWorldDir(v.normal) + float3(1, 1, 1)) * 0.5;
return o;
}
half4 frag(Varyings i) : SV_TARGET
{
return half4(i.normal,1);
}
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}
其次是ViewSpaceOutline这个shader的代码:
Shader "URP/ViewSpaceOutline"
{
Properties
{
_Color("Color(RGB)",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "gary"{}
_LineWidth("Line Width",Float) = 1
_AlphaMulti("Alpha Multi",Float) = 1
}
SubShader
{
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _Color;
half _LineWidth;
half _AlphaMulti;
CBUFFER_END
TEXTURE2D(_MainTex);
float4 _MainTex_ST;
#define smp SamplerState_Point_Repeat
SAMPLER(smp);
struct Attributes
{
float3 positionOS : POSITION;
float2 uv :TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv :TEXCOORD0;
};
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
o.positionCS = TransformObjectToHClip(v.positionOS);
return o;
}
half4 frag(Varyings i) : SV_TARGET
{
half xOffset = 1.0 / _ScreenParams.x * _LineWidth;
half yOffset = 1.0 / _ScreenParams.y * _LineWidth;
half2 UVTR = i.uv + half2(xOffset, yOffset);
half2 UVBL = i.uv - half2(xOffset, yOffset);
half2 UVTL = i.uv + half2(-xOffset, yOffset);
half2 UVBR = i.uv + half2(xOffset, -yOffset);
half4 mainTexTR = SAMPLE_TEXTURE2D(_MainTex, smp, UVTR);
half4 mainTexBL = SAMPLE_TEXTURE2D(_MainTex, smp, UVBL);
half4 mainTexTL = SAMPLE_TEXTURE2D(_MainTex, smp, UVTL);
half4 mainTexBR = SAMPLE_TEXTURE2D(_MainTex, smp, UVBR);
half EdgeIntensity = dot((mainTexTR.xyz - mainTexBL.xyz), (mainTexTR.xyz - mainTexBL.xyz)) + dot((mainTexTL.xyz - mainTexBR.xyz), (mainTexTL.xyz - mainTexBR.xyz));
half alpha = EdgeIntensity * _AlphaMulti;
return half4(_Color.xyz, alpha);
}
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}
注意:第二个Shader里面的ZWrite Off是必须的,否则透明物体渲染不出来。
其实代码里面还有些地方自己也不是太理解,只是根据模板套出来的东西,希望以后越写越明白。