unity shader 透明的描邊效果 鏤空描邊 空心描邊
阿新 • • 發佈:2019-01-08
效果:
程式碼:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Factor("寬度", float) = 0
_Color("邊緣顏色", Color) = (0,0,0,1)
}
SubShader
{
LOD 100
tags {"Queue" = "Transparent"}
Pass
{
ZWrite On
ColorMask 0
}
Pass
{
Tags{ "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back // 剔除背面
CGPROGRAM
//ZWrite Off
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS (1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.vertex.z;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
//discard;
return float4(col.xyz, 0.2);
}
ENDCG
}
Pass
{
Tags{ "Queue" = "Geometry" "LightMode" = "ForwardBase" }
Cull Front //剔除正面
ZWrite On
//Offset -300, -5
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vetex : POSITION;
};
float _Factor;
half4 _Color;
v2f vert(appdata_full data)
{
v2f o;
float4 view_vetex = UnityObjectToClipPos(data.vertex);
float3 view_normal = mul(UNITY_MATRIX_IT_MV, data.normal);
float2 offset = mul(UNITY_MATRIX_P, view_normal.xy);
o.vetex = view_vetex;
o.vetex.xy += offset * _Factor;
//o.vetex = UnityObjectToClipPos(data.vertex);
//o.vetex.z += 0.01;
return o;
}
half4 frag(v2f o) :COLOR
{
return _Color;
}
ENDCG
}
}
}
方法:
主要用到了三個Pass
第一個pass負責寫入深度,
第二個正常渲染
第三個則進行法線延伸來產生描邊效果,由於第一個pass已經寫入深度緩衝,因此,在此Pass渲染時有部分會被剔除。