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"
}
}