Unity3D中shader 轮廓描边效果实现代码
发布时间:2020-12-31 18:44:13 所属栏目:创业 来源:网络整理
导读:Unity3D中shader 外观描边结果 想操作Unity3D中shader这个成果实现描边外观边框结果该怎么做呢,信托有许多搞开拓的人想知道,为此下面就给各人先容下要领。 Shade实现描边结果,如下图中的3D球结果图 Shade代码如下: Shader "Outlined/Silhouetted Diffuse
Unity3D中shader 外观描边结果 想操作Unity3D中shader这个成果实现描边外观边框结果该怎么做呢,信托有许多搞开拓的人想知道,为此下面就给各人先容下要领。 Shade实现描边结果,如下图中的3D球结果图 Shade代码如下: Shader "Outlined/Silhouetted Diffuse" { Properties { _Color ("Main Color",Color) = (1,1,1) _OutlineColor ("Outline Color",Color) = (0,1) //改变这个能改变外观边的颜色 _Outline ("Outline width",Range (0.0,0.03)) = 0.008 //改变这个能改变外观边的粗细 _MainTex ("Base (RGB)",2D) = "white" { } } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV,v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } ENDCG SubShader { Tags { "Queue" = "Transparent" } // note that a vertex shader is specified here but its using the one above Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off ZTest Always ColorMask RGB // alpha not used // you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative CGPROGRAM #pragma vertex vert #pragma fragment frag half4 frag(v2f i) :COLOR { return i.color; } ENDCG } Pass { Name "BASE" ZWrite On ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { ConstantColor [_Color] Combine texture * constant } SetTexture [_MainTex] { Combine previous * primary DOUBLE } } } SubShader { Tags { "Queue" = "Transparent" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Front ZWrite Off ZTest Always ColorMask RGB // you can choose what kind of blending mode you want for the outline Blend SrcAlpha OneMinusSrcAlpha // Normal //Blend One One // Additive //Blend One OneMinusDstColor // Soft Additive //Blend DstColor Zero // Multiplicative //Blend DstColor SrcColor // 2x Multiplicative CGPROGRAM #pragma vertex vert #pragma exclude_renderers gles xbox360 ps3 ENDCG SetTexture [_MainTex] { combine primary } } Pass { Name "BASE" ZWrite On ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { ConstantColor [_Color] Combine texture * constant } SetTexture [_MainTex] { Combine previous * primary DOUBLE } } } Fallback "Diffuse" } 以上就是Unity3D中操作shader这个成果实现描边外观边框结果的要领,不会的话就直接那这串代码去实行吧。 感激阅读,但愿能辅佐到各人,感谢各人对本站的支持! (编辑:湖南网) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |