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[每周shader]Xray

[每周shader]Xray

作者: 阿飞咯 | 来源:发表于2018-12-21 16:41 被阅读0次

    原理
    勾勒轮廓光,越边缘的地方越亮,而边缘一般是与法线垂直,所以有如下公式:

    half rim = 1.0 - saturate(dot (viewDir, Normal));
    

    实现效果:


    image2.png
    Shader "Unlit/Xray"
    {
        Properties
        {
            _RimColor("RimColor", Color) = (0, 0, 1, 1)
            _RimIntensity("Intensity", Range(0, 2)) = 1
        }
        SubShader
        {
            Tags { 
                "Queue" = "Transparent"
                "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                Blend SrcAlpha One
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                // make fog work
                #pragma multi_compile_fog
                
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 normal : NORMAL;
                };
    
                struct v2f
                {
                    float4 color : COLOR;
                    float4 vertex : SV_POSITION;
                };
    
                float _RimIntensity;
                float4 _RimColor;
                //half rim = 1.0 - saturate(dot (viewDir, Normal));
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
                    float3 normal = mul(unity_ObjectToWorld,v.normal).xyz;
                    half rim = 1.0 - saturate(dot(viewDir,normal));
                    o.color = _RimColor * pow(rim,_RimIntensity);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    // sample the texture
                    fixed4 col = i.color;
                    // apply fog
                    UNITY_APPLY_FOG(i.fogCoord, col);
                    return col;
                }
                ENDCG
            }
        }
    }
    
    

    加入法线纹理


    image_n.png
    Shader "Unlit/XrayNormal"
    {
        Properties
        {
            _RimColor("RimColor", Color) = (0, 0, 1, 1)
            _RimIntensity("Intensity", Range(0, 2)) = 1
            _BumpMap("Bump Map",2D) = "white"{}
        }
        SubShader
        {
            Tags { 
                "Queue" = "Transparent"
                "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                Blend SrcAlpha One
                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;
                    float3 normal  : NORMAL;
                    float4 tangent : TANGENT;
                };
    
                struct v2f
                {
                    float2 uv     : TEXCOORD0;
                    float4 color  : COLOR;
                    float4 vertex : SV_POSITION;
                    float3 viewDir: TEXCOORD1;
                };
    
                float _RimIntensity;
                float4 _RimColor;
                sampler2D _BumpMap;
                //half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    TANGENT_SPACE_ROTATION;
                    o.viewDir = normalize(mul(rotation,ObjSpaceViewDir(v.vertex)));
                    return o;
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
                    half rim = 1.0 - saturate(dot(i.viewDir,tangentNormal));
                    fixed4 col = _RimColor * pow(rim,_RimIntensity);
                    return col;
                }
                ENDCG
            }
        }
    }
    
    

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