Project
源项目:Project
Demo实现代码很简单
/*
author : jave.lin
date : 2018-11-06
*/
Shader "Custom/MaskTintTex"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaskTex ("Texture", 2D) = "white" {}
_MaskTint ("MaskColor", Color) = (1,1,1,1)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
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);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Pass
{
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MaskTex;
float4 _MaskTex_ST;
fixed4 _MaskTint;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MaskTex, i.uv);
return col * _MaskTint;
}
ENDCG
}
}
}
总结
该效果其实很多3D游戏中都会使用到 如: 某个角色被建筑物挡住,需要效果角色的外发光轮廓、或是X光一样的透视效果,等等,都可以调整第二个pass来达到效果
这里列出一个之前写的测试例子
// Draw Mask
Pass
{
Name "DrawMask"
ZTest Greater
ZWrite Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float3 normal : NORMAL;
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD0;
};
float4 _MaskColor;
fixed4 _MaskRimColor;
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos);
float viewDotNormal = dot(viewDir, i.worldNormal);
return _MaskColor * (1 - viewDotNormal) * _MaskRimColor;
}
ENDCG
}
效果 这个边缘绘制不是很好,其实可以替换成:depth + dot(view, normal)来结合处理,会好很多