Unity3d_Shader_RimEdgeGlow
2017-02-22 本文已影响97人
Alphazhu
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "ZX/RimEdgeGlow" {
Properties {
_MainColor("Rim Color",COLOR) = (1,1,1,1)
_Scale("Scale",range(1,8)) =2
_Outer("Outer",range(0,1)) = 0.2
}
SubShader {
Tags { "RenderType"="Opaque" "queue" = "Transparent"}
LOD 300
//=================卡通渲染PASS======================
Pass {
blend srcalpha one
zwrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//只有点乘在frag做
float4 _MainColor;
float _Scale;
float _Outer;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float3 normal:TEXCOORD0;
float4 vertex:TEXCOORD1;
};
v2f vert(a2v v) {
v.vertex.xyz += v.normal*_Outer;
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = v.vertex;
o.normal = v.normal;
return o;
}
float4 frag(v2f i) : COLOR {
//float3 N = normalize( mul( i.normal ,(float3x3)_World2Object));
float3 N = UnityObjectToWorldNormal(i.normal);
float3 V = normalize( WorldSpaceViewDir(i.vertex));
float bright =pow(saturate(dot(N,V)),_Scale);
_MainColor.a *= bright;
return _MainColor;
}
ENDCG
}
//========================================
Pass {
Tags { "LightMode" = "ForwardBase" }
// Cull Back
// Lighting On
blend one one // 当前都不渲染
// blend srcalpha oneminussrcalpha
zwrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//只有点乘在frag做
float4 _MainColor;
float _Scale;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float3 normal:TEXCOORD0;
float4 vertex:TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = v.vertex;
o.normal = v.normal;
return o;
}
float4 frag(v2f i) : COLOR {
//float3 N = normalize( mul( i.normal ,(float3x3)_World2Object));
float3 N = UnityObjectToWorldNormal(i.normal);
float3 V = normalize( WorldSpaceViewDir(i.vertex));
float bright =pow( 1.0 - saturate(dot(N,V)),_Scale);
return _MainColor* bright;
}
ENDCG
}
}
FallBack "Diffuse"
}