当视角方向与法线方向垂直时,顶点坐标位置即为边缘位置。
在Properties中定义以下变量:
_XRayColor(“xray color”,Color) = (1,1,1,1)
_XRayPower(“xray power”,Range(0.0001,3)) = 0.1
在Pass中定义以下变量:
float4 _RimColor;
float _RimPower;
定义一个结构体:
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
在顶点着色器中求出世界空间的法线和世界空间顶点的位置:
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;
}
在片元着色器中进行颜色输出:
fixed4 frag (v2f i) : SV_Target
{
fixed3 view = normalize(UnityWorldSpaceViewDir(i.worldPos));
//视角与法线垂直时,即为边缘位置,此时点积为0,用1减去它表示 值越趋于1,就越靠近边缘。
float rim = 1-saturate(dot(view, i.worldNormal));
fixed3 rimColor = _RimColor.rgb * pow(rim, 1 / _RimPower);
return fixed4(diffuse + ambient + rimColor, 1);//此处的diffuse和ambient需自己另外求。
}
总的代码如下:
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)
_Steps("steps",Range(1,30))=1
_ToonEffect("toon effect",Range(0,1))=0.5
//_RampTex("ramp tex",2D)="white"{}//渐进纹理
_RimColor("rim color",Color)=(1,1,1,1)
_RimPower("rim power",Range(0.0001,3))=0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass//描边通道,可不看
{
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//边缘发光通道!!!
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Diffuse;
float _Steps;
float _ToonEffect;
//sampler2D _RampTex;
float4 _RimColor;
float _RimPower;
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);
fixed3 view = normalize(UnityWorldSpaceViewDir(i.worldPos));
//fixed3 view = normalize(_WorldSpaceCameraPos - i.worldPos);
fixed4 albedo = tex2D(_MainTex, i.uv);
fixed difLight = dot(worldLight, i.worldNormal)*0.5 + 0.5;
//渐进纹理颜色值
//fixed4 rampColor = tex2D(_RampTex, fixed2(difLight, difLight));
difLight = smoothstep(0, 1, difLight);
float toon = floor(difLight*_Steps) / _Steps;
difLight = lerp(difLight, toon, _ToonEffect);
//视角与法线垂直时,即为边缘位置,此时点积为0,用1减去它表示 值越趋于1,就越靠近边缘。
float rim = 1-saturate(dot(view, i.worldNormal));
fixed3 rimColor = _RimColor.rgb * pow(rim, 1 / _RimPower);
fixed3 diffuse = _LightColor0.rgb*_Diffuse.rgb*albedo.rgb*difLight;//*rampColor;
return fixed4(diffuse + ambient + rimColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
也可以这样写,效果差不多,以下是单纯的边缘发光效果。
Shader "MyShader/XRaySimpleVF" {
Properties {
_RimColor("RimColor",Color) = (1,1,0,1)
_RimPower ("Rim Power", Range(0.1,8.0)) = 3.0
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
LOD 200
Pass
{
Blend SrcAlpha One
ZWrite off
Lighting off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _RimColor;
float _RimPower;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color:COLOR;
float4 normal:NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float4 color:COLOR;
} ;
v2f vert (appdata_t v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float rim = 1 - saturate(dot(viewDir,v.normal ));
o.color = _RimColor*pow(rim,_RimPower);
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
FallBack "Diffuse"
}