unityshader实现物体边缘发光
白光效果:
代码展示:
Shader "Custom/EmissionOutline" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
//贴图
_MainTex ("Albedo (RGB)", 2D) = "white" {}
//法线贴图
_NormalTex("Normalmap",2D)="white"{}
//可调亮度
_Emission("Emission",float)=2
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
float _Emission;
sampler2D _MainTex;
sampler2D _NormalTex;
struct Input {
float2 uv_MainTex;
float2 uv_NormalTex;
float3 viewDir;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed3 tmpNormal=UnpackNormal(tex2D (_NormalTex, IN.uv_NormalTex) );
o.Normal=tmpNormal;
float tmpFloat=1-clamp(dot(IN.viewDir,tmpNormal),0,1);
o.Emission=tmpFloat*_Color*_Emission;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}