Unity 卡通透视描边Shader

使用alpha混合,实现被遮挡时物体描边透视。

shader代码:

Shader "SharedShader/CartoonOccluTransparent"
{
	Properties
	{
		_Color("Main Color", Color) = (1,1,1,1)
		_MainTex ("Texture", 2D) = "white" {}
		_OutlineWidth("Outline Width", Range(0, 0.05)) = 0
		_OutlineColor("Outline Color", Color) = (0,0,0,1)
		_OccluColor("Occlu Color", Color) = (1,1,1,1)
		_ToonEffect("Toon Effect",range(0,1)) = 0.5
		_Steps("Steps of toon",range(0,9)) = 3
	}
	SubShader
	{
		Tags { "Queue" = "Geometry+100" "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			Blend One OneMinusSrcAlpha
			ZWrite Off
			ZTest Greater

			CGPROGRAM
			#include "Lighting.cginc"  
			fixed4 _OccluColor;
			uniform float _OutlineWidth;

			struct v2f
			{
				float4 pos : SV_POSITION;
				float3 normal : normal;
				float3 viewDir : TEXCOORD0;
			};

			v2f vert(appdata_base v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.viewDir = ObjSpaceViewDir(v.vertex);
				o.normal = v.normal;
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				float3 normal = normalize(i.normal);
				float3 viewDir = normalize(i.viewDir);
				float rim = 1 - dot(normal, viewDir);
				return fixed4(_OccluColor.rgb * rim, rim * 0.5);
			}
			#pragma vertex vert  
			#pragma fragment frag  
			ENDCG
		} 
			
		Pass{
			Name "Outline"
			Tags{
			}
			Cull Front

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			uniform float _OutlineWidth;
			uniform float4 _OutlineColor;

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

			struct VertexOutput {
				float4 pos : SV_POSITION;
			};

			VertexOutput vert(VertexInput v) {
				VertexOutput o = (VertexOutput)0;
				o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + v.normal*_OutlineWidth,1));
				return o;
			}

			float4 frag(VertexOutput i) : COLOR{
				return fixed4(_OutlineColor.rgb,0);
			}
			ENDCG
		}
		
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;
			uniform float4 _Color;
			uniform float4 _LightColor0;
			float _Steps;
			float _ToonEffect;

			struct v2f {
				float4 pos:SV_POSITION;
				float3 lightDir:TEXCOORD0;
				float3 viewDir:TEXCOORD1;
				float3 normal:TEXCOORD2;
				float2 texcoord:TEXCOORD3;
			};

			v2f vert(appdata_full v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.normal = v.normal;
				o.lightDir = ObjSpaceLightDir(v.vertex);
				o.viewDir = ObjSpaceViewDir(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			float4 frag(v2f i) :COLOR
			{
				float4 c = 1;
				float3 N = normalize(i.normal);
				float diff = max(0,dot(N,i.lightDir));
				diff = (diff + 1) / 2;
				diff = smoothstep(0,1,diff);
				float toon = floor(diff*_Steps) / _Steps;
				diff = lerp(diff,toon,_ToonEffect);
				c = _Color*_LightColor0*(diff);
				c *= tex2D(_MainTex, i.texcoord);
				return c;
			}  
			ENDCG
		}

		UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
	}
}

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转载自blog.csdn.net/qq302756113/article/details/80514014