说明
为目标物使用下面提供的shader(对应的Material)可实现期望效果。
XRay.shader
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Fan/XRay"
{
Properties
{
_powVal("powVal", Int) = 2
_MainTex("MainTex", 2D) = "white" {}
_rimColor("rimColor", Color) = (0,0,0,0)
_MainColor("MainColor", Color) = (0,0,0,0)
_mulVal("mulVal", Int) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "UnlitPass1"
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _rimColor;
uniform int _powVal;
uniform int _mulVal;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
o.ase_texcoord1.xyz = ase_worldNormal;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float3 ase_worldNormal = i.ase_texcoord1.xyz;
float3 worldSpaceViewDir3 = WorldSpaceViewDir( float4( 0,0,0,1 ) );
float3 normalizeResult4 = normalize( worldSpaceViewDir3 );
float dotResult5 = dot( ase_worldNormal , normalizeResult4 );
finalColor = ( _rimColor * ( pow( ( 1.0 - dotResult5 ) , (float)_powVal ) * _mulVal ) );
return finalColor;
}
ENDCG
}
Pass
{
Name "UnlitPass2"
ZTest LEqual
ZWrite On
Blend Off
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
//This is a late directive
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainColor;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal);
o.ase_texcoord2.xyz = ase_worldNormal;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
o.ase_texcoord2.w = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float3 ase_worldNormal = i.ase_texcoord2.xyz;
float3 worldSpaceLightDir = UnityWorldSpaceLightDir(WorldPosition);
float dotResult17 = dot( ase_worldNormal , worldSpaceLightDir );
finalColor = ( tex2D( _MainTex, uv_MainTex ) * _MainColor * ( ( dotResult17 * 0.5 ) + 0.5 ) );
return finalColor;
}
ENDCG
}
}
Fallback Off
}
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