使物体描边的SHADER

Shader "Custom/OutlineShader" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (1,0.5,0,1)
_Outline ("Outline width", Range (0.0, 0.1)) = .05
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct appdata members vertex,normal)
#pragma exclude_renderers d3d11 xbox360
#pragma exclude_renderers gles
#pragma exclude_renderers xbox360
#pragma vertex vert

struct appdata {
float4 vertex;
float3 normal;
};

struct v2f
{
float4 pos : POSITION;
float4 color : COLOR;
float fog : FOGC;
};
float _Outline;
float4 _OutlineColor;
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_MV, v.normal);
norm.x *= UNITY_MATRIX_P[0][0];
norm.y *= UNITY_MATRIX_P[1][1];
o.pos.xy += norm.xy * _Outline;
o.fog = o.pos.z;
o.color = _OutlineColor;
return o;
}
ENDCG
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
float3 normal : TEXCOORD2;
};

v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.uv = TRANSFORM_UV(0);
o.viewDir = ObjSpaceViewDir( v.vertex );
return o;
}

uniform float4 _Color;

uniform sampler2D _MainTex;
float4 frag (v2f i) : COLOR
{
half4 texcol = tex2D( _MainTex, i.uv );

half3 ambient = texcol.rgb * (UNITY_LIGHTMODEL_AMBIENT.rgb);
return float4( ambient, texcol.a * _Color.a );
}
ENDCG
}
}
FallBack "Diffuse"

}

转载于:https://www.cnblogs.com/geoffyange/p/3164588.html

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