Unity3D中shader 輪廓描邊效果實(shí)現(xiàn)代碼
Unity3D中shader 輪廓描邊效果
想利用Unity3D中shader這個(gè)功能實(shí)現(xiàn)描邊輪廓邊框效果該怎么做呢,相信有很多搞開發(fā)的人想知道,為此下面就給大家介紹下方法。
Shade實(shí)現(xiàn)描邊效果,如下圖中的3D球效果圖
Shade代碼如下:
Shader "Outlined/Silhouetted Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) //改變這個(gè)能改變輪廓邊的顏色 _Outline ("Outline width", Range (0.0, 0.03)) = 0.008 //改變這個(gè)能改變輪廓邊的粗細(xì) _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中利用shader這個(gè)功能實(shí)現(xiàn)描邊輪廓邊框效果的方法,不會(huì)的話就直接那這串代碼去嘗試吧。
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