轮廓描边效果

想利用Unity3D中shader这个功能实现描边轮廓边框效果该怎么做呢,相信有很多搞开发的人想知道,为此下面就给大家介绍下方法。

  Shade实现描边效果,如下图中的3D球效果图
  
        Shade代码如下:
Shader "Outlined/Silhouetted Diffuse" {
 Properties {
 _Color ("Main Color", Color) = (1,1,1,1)
 _OutlineColor ("Outline Color", Color) = (0,0,0,1) //改变这个能改变轮廓边的颜色
 _Outline ("Outline width", Range (0.0, 0.03)) = 0.008 //改变这个能改变轮廓边的粗细
 _MainTex ("Base (RGB)", 2D) = "white" { }
 }
 
CGINCLUDE
#include "UnityCG.cginc"

struct appdata {
 float4 vertex : POSITION;
 float3 normal : NORMAL;
};

struct v2f {
 float4 pos : POSITION;
 float4 color : COLOR;
};

uniform float _Outline;
uniform float4 _OutlineColor;

v2f vert(appdata v) {
 // just make a copy of incoming vertex data but scaled according to normal direction
 v2f o;
 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

 float3 norm   = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
 float2 offset = TransformViewToProjection(norm.xy);

 o.pos.xy += offset * o.pos.z * _Outline;
 o.color = _OutlineColor;
 return o;
}
ENDCG

 SubShader {
 Tags { "Queue" = "Transparent" }

 // note that a vertex shader is specified here but its using the one above
 Pass {
 Name "OUTLINE"
 Tags { "LightMode" = "Always" }
 Cull Off
 ZWrite Off
 ZTest Always
 ColorMask RGB // alpha not used

 // you can choose what kind of blending mode you want for the outline
 Blend SrcAlpha OneMinusSrcAlpha // Normal
 //Blend One One // Additive
 //Blend One OneMinusDstColor // Soft Additive
 //Blend DstColor Zero // Multiplicative
 //Blend DstColor SrcColor // 2x Multiplicative

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

half4 frag(v2f i) :COLOR {
 return i.color;
}
ENDCG
 }

 Pass {
 Name "BASE"
 ZWrite On
 ZTest LEqual
 Blend SrcAlpha OneMinusSrcAlpha
 Material {
 Diffuse [_Color]
 Ambient [_Color]
 }
 Lighting On
 SetTexture [_MainTex] {
 ConstantColor [_Color]
 Combine texture * constant
 }
 SetTexture [_MainTex] {
 Combine previous * primary DOUBLE
 }
 }
 }
 
 SubShader {
 Tags { "Queue" = "Transparent" }

 Pass {
 Name "OUTLINE"
 Tags { "LightMode" = "Always" }
 Cull Front
 ZWrite Off
 ZTest Always
 ColorMask RGB

 // you can choose what kind of blending mode you want for the outline
 Blend SrcAlpha OneMinusSrcAlpha // Normal
 //Blend One One // Additive
 //Blend One OneMinusDstColor // Soft Additive
 //Blend DstColor Zero // Multiplicative
 //Blend DstColor SrcColor // 2x Multiplicative

 CGPROGRAM
 #pragma vertex vert
 #pragma exclude_renderers gles xbox360 ps3
 ENDCG
 SetTexture [_MainTex] { combine primary }
 }

 Pass {
 Name "BASE"
 ZWrite On
 ZTest LEqual
 Blend SrcAlpha OneMinusSrcAlpha
 Material {
 Diffuse [_Color]
 Ambient [_Color]
 }
 Lighting On
 SetTexture [_MainTex] {
 ConstantColor [_Color]
 Combine texture * constant
 }
 SetTexture [_MainTex] {
 Combine previous * primary DOUBLE
 }
 }
 }
 
 Fallback "Diffuse"
}


  以上就是Unity3D中利用shader这个功能实现描边轮廓边框效果的方法,不会的话就直接那这串代码去尝试吧。
  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值