效果圖如下:

與描邊區別只顯示最外層描邊線,中間的不顯示.
Shader "Custom/Outline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Diffuse ("Diffuse", COLOR) = (1,1,1,1)
_OutlineColor ("Outline Color", COLOR) = (0,0,0,1)
_OutlineScale ("Outline Scale", Range(0,10)) = 0.001
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Opaque" }
LOD 100
Pass{
Name "Outline"
ZWrite Off
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _OutlineColor;
float _OutlineScale;
struct v2f{
float4 vertex : SV_POSITION;
};
float random (float3 st, float n) {
st = floor(st * n);
float aaa = frac(sin(dot(st.xyz, float2(12.9898,78.233)))*100.5453123);
return float3(aaa,aaa,aaa);
}
v2f vert(appdata_base v){
v2f o;
v.vertex.xyz += v.normal + random(v.normal,0.001) * _OutlineScale;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i):SV_Target{
return _OutlineColor;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Diffuse;
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 ambient = UNITY_LIGHTMODEL_AMBIENT;
fixed3 albedo = tex2D(_MainTex, i.uv).rgb;
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
float halfLambert = dot(worldLightDir,i.worldNormal) * 0.5 + 0.5;
fixed3 diffuse = albedo * _Diffuse.rgb * halfLambert;
return fixed4(diffuse,1);
}
ENDCG
}
}
FallBack "DIFFUSE"
}
技術核心:
主要是集中在第一個pass
ZWrite Off關閉深度寫入目的是讓著色器無法獲取正確深度資訊,這樣線條就會疊在一起
Cull Front 把疊在一起的位于前面的線剔除.
"Queue" = "Transparent" 讓該pass里面像素最后渲染,以保證正確效果和順序.
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標籤:python
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