简单轮廓光

用于untiy的简单轮廓光.笔记
Shader "Level4/Rim/SimpleRim" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_RimColor("Rim Color",color) = (1,1,1,1)
		_RimPower("Rim Power",float) = 2
		_Atten("Atten",float) = 2
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf HalfLambertRim

		sampler2D _MainTex;
		half4 _RimColor;
		half _RimPower;
		half _Atten;
		
		struct Input {
			float2 uv_MainTex;
		};
		
		inline fixed4 LightingHalfLambertRim(SurfaceOutput s,half3 lightDir,half3 viewDir,half atten){
			half3 halfVector = normalize(lightDir+viewDir);
			
			fixed NdotL = max(0,dot(s.Normal,lightDir));
			
			fixed NdotE = max(0,dot(s.Normal,viewDir));
			fixed NdotH = max(0,dot(s.Normal,halfVector));
			fixed EdotH = max(0,dot(viewDir,halfVector));
			
			fixed halfLambert = pow(NdotL * 0.5 + 0.5,2);
			fixed rimLight = 1 - NdotE;
			rimLight = pow(rimLight,_RimPower) * NdotH;
			
			fixed4 c;
			c.rgb = (s.Albedo * _LightColor0.rgb + rimLight.xxx * _RimColor) * (halfLambert * atten * _Atten);
			c.a = s.Alpha;
			return c;
		}

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

尝试改变 _RimColor,_RimPower,_Atten来查看效果.

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