Unity3D中shader 輪廓描邊效果實現代碼

這篇文章主要介紹了Unity3D中shader 輪廓描邊效果的相關資料,需要的朋友可以參考下

Unity3D中shader 輪廓描邊效果

想利用Unity3D中shader這個功能實現描邊輪廓邊框效果該怎麼做呢,相信有很多搞開發的人想知道,爲此下面就給大家介紹下方法。

  Shade實現描邊效果,如下圖中的3D球效果圖

          Shade代碼如下:

Shader "Outlined/Silhouetted Diffuse" { 
 Properties { 
 _Color ("Main Color", Color) = (1,1,1,1) 
 _OutlineColor ("Outline Color", Color) = (0,0,0,1) //改變這個能改變輪廓邊的顏色 
 _Outline ("Outline width", Range (0.0, 0.03)) = 0.008 //改變這個能改變輪廓邊的粗細 
 _MainTex ("Base (RGB)", 2D) = "white" { } 
 } 
  
CGINCLUDE 
#include "UnityCG.cginc" 
 
struct appdata { 
 float4 vertex : POSITION; 
 float3 normal : NORMAL; 
}; 
 
struct v2f { 
 float4 pos : POSITION; 
 float4 color : COLOR; 
}; 
 
uniform float _Outline; 
uniform float4 _OutlineColor; 
 
v2f vert(appdata v) { 
 // just make a copy of incoming vertex data but scaled according to normal direction 
 v2f o; 
 o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 
 
 float3 norm  = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); 
 float2 offset = TransformViewToProjection(norm.xy); 
 
 o.pos.xy += offset * o.pos.z * _Outline; 
 o.color = _OutlineColor; 
 return o; 
} 
ENDCG 
 
 SubShader { 
 Tags { "Queue" = "Transparent" } 
 
 // note that a vertex shader is specified here but its using the one above 
 Pass { 
 Name "OUTLINE" 
 Tags { "LightMode" = "Always" } 
 Cull Off 
 ZWrite Off 
 ZTest Always 
 ColorMask RGB // alpha not used 
 
 // you can choose what kind of blending mode you want for the outline 
 Blend SrcAlpha OneMinusSrcAlpha // Normal 
 //Blend One One // Additive 
 //Blend One OneMinusDstColor // Soft Additive 
 //Blend DstColor Zero // Multiplicative 
 //Blend DstColor SrcColor // 2x Multiplicative 
 
CGPROGRAM 
#pragma vertex vert 
#pragma fragment frag 
 
half4 frag(v2f i) :COLOR { 
 return i.color; 
} 
ENDCG 
 } 
 
 Pass { 
 Name "BASE" 
 ZWrite On 
 ZTest LEqual 
 Blend SrcAlpha OneMinusSrcAlpha 
 Material { 
 Diffuse [_Color] 
 Ambient [_Color] 
 } 
 Lighting On 
 SetTexture [_MainTex] { 
 ConstantColor [_Color] 
 Combine texture * constant 
 } 
 SetTexture [_MainTex] { 
 Combine previous * primary DOUBLE 
 } 
 } 
 } 
  
 SubShader { 
 Tags { "Queue" = "Transparent" } 
 
 Pass { 
 Name "OUTLINE" 
 Tags { "LightMode" = "Always" } 
 Cull Front 
 ZWrite Off 
 ZTest Always 
 ColorMask RGB 
 
 // you can choose what kind of blending mode you want for the outline 
 Blend SrcAlpha OneMinusSrcAlpha // Normal 
 //Blend One One // Additive 
 //Blend One OneMinusDstColor // Soft Additive 
 //Blend DstColor Zero // Multiplicative 
 //Blend DstColor SrcColor // 2x Multiplicative 
 
 CGPROGRAM 
 #pragma vertex vert 
 #pragma exclude_renderers gles xbox360 ps3 
 ENDCG 
 SetTexture [_MainTex] { combine primary } 
 } 
 
 Pass { 
 Name "BASE" 
 ZWrite On 
 ZTest LEqual 
 Blend SrcAlpha OneMinusSrcAlpha 
 Material { 
 Diffuse [_Color] 
 Ambient [_Color] 
 } 
 Lighting On 
 SetTexture [_MainTex] { 
 ConstantColor [_Color] 
 Combine texture * constant 
 } 
 SetTexture [_MainTex] { 
 Combine previous * primary DOUBLE 
 } 
 } 
 } 
  
 Fallback "Diffuse" 
} 

  以上就是Unity3D中利用shader這個功能實現描邊輪廓邊框效果的方法,不會的話就直接那這串代碼去嘗試吧。

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