本文共 2636 字,大约阅读时间需要 8 分钟。
// 当物体被遮挡之后,会在墙的一侧显示轮廓的透视效果Shader "Custom/SeeThroughWall"{ Properties { _MainTex ("Texture", 2D) = "white" {} // 透过墙看到的物体的轮廓高亮颜色 _EdgeColor("Edge Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } // 显示轮廓高亮 Pass { // 深度测试的时候如果深度比其他物体大(被遮挡) // 渲染高亮轮廓 ZTest Greater Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; //@add float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; //@add float3 normal : NORMAL; float3 viewDir : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _EdgeColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //@add o.normal = UnityObjectToWorldNormal(v.normal); o.viewDir = normalize(_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, v.vertex).xyz); return o; } fixed4 frag (v2f i) : SV_Target { float NdotV = 1 - dot(i.normal, i.viewDir) * 1.5; return _EdgeColor * NdotV; } ENDCG } // 绘制物体 Pass { ZTest Less CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } }}
转载地址:http://ebkii.baihongyu.com/