描边的方式有三种:
1.模型空间法线外拓
2.视角空间法线外拓
3.裁剪空间法线外拓
但我感觉效果都差不多,所以用哪种都可以。
Shader "MyShader/NewShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Diffuse("diffuse",Color) = (1,1,1,1)
_Outline("outline",Range(0,0.2)) = 0.003
_OutlineColor("outline color",Color)=(0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Name "Outline"
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
float4 _OutlineColor;
struct v2f
{
float4 vertex:SV_POSITION;
};
v2f vert(appdata_base v)
{
v2f o;
//模型空间法线外拓
v.vertex.xyz += v.normal*_Outline;
o.vertex = UnityObjectToClipPos(v.vertex);
//视角空间法线外拓
//float4 pos= mul(UNITY_MATRIX_V, mul(unity_ObjectToWorld, v.vertex));//模型顶点坐标转换到视角坐标
//float3 normal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal));//得到视角坐标的法线
//pos = pos + float4(normal,0) * _Outline;
//o.vertex= mul(UNITY_MATRIX_P, pos);//从视角空间转换到裁剪空间
//裁剪空间法线外拓
//o.vertex = UnityObjectToClipPos(v.vertex);
//float3 normal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal));//得到视角坐标的法线
//float2 viewNormal = TransformViewToProjection(normal.xy);// 转换 视图空间 到 投影空间
//o.vertex.xy += viewNormal * _Outline;
return o;
}
fixed4 frag(v2f i) :SV_Target
{
return _OutlineColor;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float worldNormal : TEXCOORD1;
float worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Diffuse;
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 worldLight = UnityWorldSpaceLightDir(i.worldPos);
fixed4 albedo = tex2D(_MainTex, i.uv);
fixed3 difLight = dot(worldLight, i.worldNormal)*0.5 + 0.5;
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*albedo.rgb*difLight;
return fixed4(diffuse + ambient, 1);
}
ENDCG
}
}
}