Shader "Custom/FG" {
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {
}
_RimColor("RimColor",Color) = (0,1,1,1)
_RimPower("Rim Power", Range(0.1,8.0)) = 1.0
}
SubShader
{
LOD 300
Tags {
"Queue" = "Geometry+500" "RenderType" = "Opaque" }
Pass
{
Blend SrcAlpha One
ZWrite off
Lighting off
ztest greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _RimColor;
float _RimPower;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color:COLOR;
float4 normal:NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float4 color:COLOR;
};
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float rim = 1 - saturate(dot(viewDir,v.normal));
o.color = _RimColor * pow(rim,_RimPower);
return o;
}
float4 frag(v2f i) : COLOR
{
return i.color;
}
ENDCG
}
pass
{
ZWrite on
ZTest less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float4 frag(v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex, i.uv);
return texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}
Unityshader object is occluded to display the outline
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Origin blog.csdn.net/qiao2037641855/article/details/123985992
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