步骤
1.贴上纹理贴图 (下面代码中的第三个Pass通道)
2.添加漫反射 (下面代码中的第三个Pass通道)
3.给物体描边 (下面代码中的第二个Pass通道)
4.添加渐变纹理 (下面代码中的第三个Pass通道)
5.边缘发光 (下面代码中的第三个Pass通道)
6.XRay实现 (下面代码中的第一个Pass通道)
XRay中,即第一个Pass通道中,可以实现物体被遮挡时,也能够显示出来相应的轮廓和发光效果。
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
_XRayColor("xray color",Color) = (1,1,1,1)
_XRayPower("xray power",Range(0.0001,3)) = 0.1
}
SubShader
{
Tags { "Queue"="Geometry+1000" "RenderType"="Opaque" }
LOD 100
Pass//XRay
{
Name "XRay"
Tags{"ForceNoShadowCasting"="True"}//透明物体不产生阴影
Blend SrcAlpha One//透明物体用到混合
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _XRayColor;
float _XRayPower;
struct v2f
{
float4 vertex:SV_POSITION;
float3 normal:TEXCOORD0;
float3 viewDir:TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.viewDir = ObjSpaceViewDir(v.vertex);
return o;
}
fixed4 frag(v2f i):SV_Target
{
float3 viewDir = normalize(i.viewDir);
float3 normal = normalize(i.normal);
float rim = 1 - dot(normal, viewDir);
float4 rimColor = _XRayColor * pow(rim, 1 / _XRayPower);
return rimColor;
}
ENDCG
}
Pass//描边通道
{
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//边缘外发光和纹理贴图
{
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,需要贴一张渐变纹理。与下面三行代码效果类似,下面三行代码的效果不需要渐变贴图
//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"
}