描边效果 - Unity Shader

描边效果

Shader "Unlit/Outline"
{
    
    
    Properties
    {
    
    
        _MainTex ("Texture", 2D) = "white" {
    
    }
        _Diffuse ("Diffuse", Color) = (1, 1, 1, 1)
        _OutlineWidth ("Outline Width", Float) = 0.001
        _OutlineColor ("Outline Color", Color) = (0.5, 1, 1, 1)
    }
    SubShader
    {
    
    
        Tags {
    
     "Queue" = "Geometry" "RenderType" = "Opaque" }
        
        // Pass1 : 描边
        Pass
        {
    
    
            Cull Front
            
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <Lighting.cginc>

            struct a2v
            {
    
    
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };

            struct v2f
            {
    
    
                float4 pos : SV_POSITION;                
            };

            fixed4 _OutlineColor;
            float _OutlineWidth;

            v2f vert(a2v v)
            {
    
    
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.pos.xy += mul((float3x3)UNITY_MATRIX_VP, UnityObjectToWorldNormal(v.normal)).xy * _OutlineWidth;
                
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    
                return _OutlineColor;
            }
            
            ENDCG
        }
        
        // Pass2 : 正常渲染(包括光照)
        Pass
        {
    
    
            Tags {
    
     "LightMode" = "ForwardBase" }
            
            CGPROGRAM

            #pragma multi_compile_fwdbase
            
            #pragma vertex vert
            #pragma fragment frag

            #include <UnityCG.cginc>
            #include <UnityLightingCommon.cginc>
            #include <Lighting.cginc>
            #include <AutoLight.cginc>

            struct a2v
            {
    
    
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float4 worldPos : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                
                SHADOW_COORDS(4)
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Diffuse;

            v2f vert(a2v v)
            {
    
    
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                TRANSFER_SHADOW(o);
                
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    
                fixed3 worldNormal = normalize(i.worldNormal);
                float3 worldPos = i.worldPos;
                fixed3 litDir = normalize(UnityWorldSpaceLightDir(worldPos));
                
                fixed3 color = tex2D(_MainTex, i.uv).rgb * _Diffuse.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

                fixed3 diffuse = _LightColor0.rgb * color * (dot(litDir, worldNormal) * 0.5 + 0.5);
            
                UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

                return fixed4(diffuse * atten + ambient, 1.0);
            }
            
            ENDCG
        }
    }
    
    Fallback off
}

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转载自blog.csdn.net/m0_52361859/article/details/127980614