效果
shader
Shader "Example/Holograhic"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_DotProduct("Rim effect", Range(-1,1)) = 0.25
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Cull Off
CGPROGRAM
#pragma surface surf Lambert alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float _DotProduct;
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 viewDir;
};
fixed4 _Color;
void surf(Input IN, inout SurfaceOutput o)
{
float4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
float border = 1 - (abs(dot(IN.viewDir, IN.worldNormal)));
float alpha = (border * (1 - _DotProduct) + _DotProduct);
o.Alpha = c.a * alpha;
}
ENDCG
}
FallBack "Diffuse"
}
理解
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Queue 标签: 向 Unity 告知要用于它渲染的几何体的渲染队列,这里指定透明渲染队列。
IgnoreProjector 标签:向 Unity 告知几何体是否受投影器影响,这里在渲染此几何体时忽略投影器。
RenderType 标签:在使用替换着色器进行渲染时使用,这里设置为大部分半透明着色器。
float border = 1 - (abs(dot(IN.viewDir, IN.worldNormal)));
float alpha = (border * (1 - _DotProduct) + _DotProduct);
o.Alpha = c.a * alpha;
越接近边缘border
越小,abs(dot(IN.viewDir, IN.worldNormal))在边缘处接近1。
参考
John P. Doran - Unity 2021 Shaders and Effects Cookbook
ShaderLab:向子着色器分配标签