之前写过内外发光的surface版本
https://blog.csdn.net/SnoopyNa2Co3/article/details/85288593
下面是关于vf版本
Shader "Effect/Ext/AlphaRimPro"
{
Properties
{
_MainTex("Particle Texture", 2D) = "white" {}
_RimColor("Rim Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColor("Inner Color", Color) = (0.5,0.5,0.5,0.5)
_InnerColorPower("Inner Color Power", Range(0.0,1.0)) = 0.5
_RimPower("Rim Power", Range(0.0,5.0)) = 2.5
_AlphaPower("Alpha Rim Power", Range(0.0,10)) = 4.0
_AllPower("All Power", Range(0.0, 10.0)) = 1.0
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Effect" "PreviewType" = "Plane" }
SubShader
{
Pass
{
Blend SrcAlpha One
Lighting Off ZWrite Off Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_ST;
float4 _RimColor;
float _RimPower;
float _AlphaPower;
float _AlphaMin;
float _InnerColorPower;
float _AllPower;
float4 _InnerColor;
struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
fixed4 vertexColor : COLOR;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.vertexColor = v.color;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.normalDir = UnityObjectToWorldNormal(v.normal);
return o;
}
float4 frag(v2f i) : COLOR
{
float4 color = tex2D(_MainTex, i.uv.xy);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
half rim = 1.0 - saturate(dot(normalize(viewDir), i.normalDir));
color.rgb = color.rgb + _RimColor.rgb * pow(rim, _RimPower) *_AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
color.a = pow(rim, _AlphaPower) * (10 - _AlphaPower) * _RimColor.a / 10;
return color;
}
ENDCG
}
}
}
}