ro-webgl/Assets/Shaders/Actor/RimEdge.shader

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2021-12-21 09:40:39 +08:00
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RO/RimEdgeGlow"
{
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_RimColor("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"
float4 _RimColor;
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 = UnityObjectToClipPos(v.vertex);
o.vertex = v.vertex;
o.normal = v.normal;
return o;
}
fixed4 frag(v2f i) : COLOR {
float3 N = UnityObjectToWorldNormal(i.normal);
float3 V = normalize(WorldSpaceViewDir(i.vertex));
float bright = pow(saturate(dot(N,V)),_Scale);
_RimColor.a *= bright;
return _RimColor;
}
ENDCG
}
//========================================
Pass {
Tags { "LightMode" = "ForwardBase" }
//blend one one // 当前都不渲染
//zwrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//只有点乘在frag做
float4 _RimColor;
float _Scale;
sampler2D _MainTex;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv0 : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv0 = v.texcoord;
return o;
}
fixed4 frag(v2f i) : COLOR {
fixed4 clr = tex2D(_MainTex, i.uv0.xy);
return clr;
}
ENDCG
}
}
//FallBack "Diffuse"
}