【Shader】邊緣發光效果的兩種寫法
阿新 • • 發佈:2019-01-09
我們可以看到很多遊戲經常會有這種模型邊緣發光的效果,看起來很高大上的樣子。其實實現起來挺簡單的,網上也有很多這樣的例子分享,現在我也來分享一下兩種Shader實現的程式碼吧。
1.Surface Shader
主要是這兩句起到關鍵作用。Shader "Custom/Rim Light" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} _RimColor("_RimColor", Color) =(0.17,0.36,0.81,0.0) _RimWidth("_RimWidth", Range(0.6,9.0)) = 0.9 } SubShader { Tags{ "RenderType" = "Opaque"} LOD 150 CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 viewDir; }; sampler2D _MainTex; fixed4 _RimColor; fixed _RimWidth; void surf (Input IN, inout SurfaceOutput o) { fixed4 t = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = t.rgb; o.Alpha = t.a; half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission= _RimColor.rgb * pow (rim, _RimWidth); } ENDCG } Fallback "Diffuse" }
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission= _RimColor.rgb * pow (rim, _RimWidth);
如果不想受燈光影響,可以在Tags加上"LightMode"="Always"
2.Vetex and Fragment Shader
Shader "Custom/Rim Light VF" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("Main Color", Color) = (1,1,1,1) _RimColor ("Rim Color", Color) = (1, 1, 1, 1) _RimWidth ("Rim Width", float) = 0.9 } SubShader { Pass { Lighting Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed3 color : COLOR; }; uniform float4 _MainTex_ST; uniform fixed4 _RimColor; float _RimWidth; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); float dotProduct = 1 - dot(v.normal, viewDir); o.color = smoothstep(1 - _RimWidth, 1.0, dotProduct); o.color *= _RimColor; o.uv = v.texcoord.xy; return o; } uniform sampler2D _MainTex; uniform fixed4 _Color; fixed4 frag(v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); texcol *= _Color; texcol.rgb += i.color; return texcol; } ENDCG } } }
當然最關鍵的還是vert方法裡的程式碼,具體兩種方法大家可以根據需求使用。看看效果,趕緊試試吧。
Ricky Yang個人原創,版權所有,轉載註明,謝謝。