【Shader】人物在牆一側透視效果
阿新 • • 發佈:2019-02-12
// 當物體被遮擋之後,會在牆的一側顯示輪廓的透視效果
Shader "Custom/SeeThroughWall"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// 透過牆看到的物體的輪廓高亮顏色
_EdgeColor("Edge Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
// 顯示輪廓高亮
Pass
{
// 深度測試的時候如果深度比其他物體大(被遮擋)
// 渲染高亮輪廓
ZTest Greater
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
//@add
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//@add
float3 normal : NORMAL;
float3 viewDir : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _EdgeColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//@add
o.normal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float NdotV = 1 - dot(i.normal, i.viewDir) * 1.5;
return _EdgeColor * NdotV;
}
ENDCG
}
// 繪製物體
Pass
{
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}