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Unity3D中shader 轮廓描边效果实现代码

时间:2017-06-27 编辑:简简单单 来源:一聚教程网

Unity3D中shader 轮廓描边效果

想利用Unity3D中shader这个功能实现描边轮廓边框效果该怎么做呢,相信有很多搞开发的人想知道,为此下面就给大家介绍下方法。

  Shade实现描边效果,如下图中的3D球效果图

          Shade代码如下:

 

 代码如下复制代码

Shader"Outlined/Silhouetted Diffuse"{

 Properties {

 _Color ("Main Color", Color) = (1,1,1,1)

 _OutlineColor ("Outline Color", Color) = (0,0,0,1)//改变这个能改变轮廓边的颜色

 _Outline ("Outline width", Range (0.0, 0.03)) = 0.008//改变这个能改变轮廓边的粗细

 _MainTex ("Base (RGB)", 2D) ="white"{ }

 }

   

CGINCLUDE

#include "UnityCG.cginc"

  

structappdata {

 float4 vertex : POSITION;

 float3 normal : NORMAL;

};

  

structv2f {

 float4 pos : POSITION;

 float4 color : COLOR;

};

  

uniformfloat_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;

 returno;

}

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 {

 returni.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"

}

 

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