描边

Shader "Unlit/StentilOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Outline("OutLine",range(0,1))=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Stencil {
Ref 0 //0-255
Comp Equal //default:always
Pass IncrSat //default:keep
Fail keep //default:keep
ZFail keep //default:keep
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
// return fixed4(1,1,0,1);
return col;
}
ENDCG
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float4 normal: NORMAL;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(http://www.my516.com)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Outline;

v2f vert (appdata v)
{
v2f o;
o.vertex=v.vertex+normalize(v.normal)*_Outline;
o.vertex = UnityObjectToClipPos(o.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(1,1,1,1);
}
ENDCG
}
}
}


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转载自www.cnblogs.com/hyhy904/p/11304650.html