Shader学习——XRay光

核心

利用上章所用的边缘光加上深度测试设置与透明混合

效果展示

Shader学习——XRay光_第1张图片
效果展示
Shader "Unlit/019"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Diffuse ("漫反射", Color) = (1,1,1,1)  
        _XRayColor("XRay光", Color) = (1,1,1,1)
        _XRayPower("XRay光强度",Range(0,3)) =1
    }
    SubShader
    {
        Tags {"Queue"="Geometry+1000" "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            //关闭阴影
            Tags{"ForceNoShadowCastiong"="true"}
            //开启因子混合
            Blend SrcAlpha One
            //关闭深度写入
            ZWrite Off
            //深度测试开启为 大于
            ZTest Greater

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            fixed4 _XRayColor;
            float _XRayPower;

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float3 viewDir : TEXCOORD0;
                float3 normal : TEXCOORD1;
            };

            v2f vert(appdata_base v)
            {
                v2f o;
                //顶点位置
                o.vertex = UnityObjectToClipPos(v.vertex);
                //法线方向
                o.normal = v.normal;
                //视角方向
                o.viewDir = ObjSpaceViewDir(v.vertex);

                return o;
            }

            fixed4 frag(v2f i): SV_Target
            {
                float3 normal = normalize(i.normal);
                float3 viewDir = normalize(i.viewDir);
                float rim = 1 - dot(normal,viewDir);
                return _XRayColor * pow(rim,1/ _XRayPower);
            }
            ENDCG
        }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            //引入光照
             #include "Lighting.cginc" 
             
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                fixed3 worldNormal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Diffuse;

            v2f vert (appdata_base v)
            {
                v2f o;
                //顶点位置
                o.vertex = UnityObjectToClipPos(v.vertex);
                //法线方向
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                //世界坐标
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                //纹理坐标缩放偏移
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
              
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // 纹理采样
                fixed4 albedo = tex2D(_MainTex, i.uv);

                //光源方向
                fixed3 worldLightDir = UnityWorldSpaceLightDir (i.worldPos);

                //漫反射光=入射光线强度*纹素值*材质的漫反射系数* 映射值为正数(表面法线方向 · 光源方向)
                fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(worldLightDir,i.worldNormal)*0.5+0.5);

                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 color = ambient + diffuse;
                return fixed4(color,1);
            }
            ENDCG
        }
    }
}

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