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- // 幽灵模式渲染shader
- Shader "SaberShad/GhostModeShader"
- {
- Properties {
- _MainTex ("Main Tex", 2D) = "white" {} //主纹理
- // _BumpMap("Bump Map",2D)= "bump" {} //法线纹理
- _RimColor("Rim Color",Color) = (1, 1, 1, 1) //模型边缘颜色
- _RimPower("Rim Power",Range(0.2,2.0)) = 1.5 //边缘强度放大的倍数
- _Brightness("Brightness",Range(0.0,3.0)) = 2.0 //光强
- }
- SubShader {
- Tags{
- "RenderType"="Transparent"
- "Queue"="Transparent"
- "IgnoreProject"="True"
- }
- Pass{
- ZWrite On // 写入深度缓存的作用就是为ZTest的比较做准备
- ColorMask 0
- }
- CGPROGRAM
- #pragma surface surf Lambert alpha noambient nodirlightmap novertexlights
- struct Input{
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float3 viewDir;//当前视角方向
- float3 worldNormal; // 使用模型自己的法线
- };
- sampler2D _MainTex;
- sampler2D _BumpMap;
- float4 _RimColor;
- float _RimPower;
- float _Brightness;
- void surf(Input IN,inout SurfaceOutput o)
- {
- half4 basecol=tex2D(_MainTex,IN.uv_MainTex);
- //RGB转为灰度值
- half3 graycol=dot(basecol.rgb,float3(0.3,0.59,0.11));
- o.Albedo=graycol;
- // o.Normal=UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
- //点积即为cosA的值(其中A是viewDir和Normal的夹角),值域为1-0
- //那么1-cosA的值域就变成0-1了,当A角度达到90,正好模拟边缘光的强度
- // 可以理解为视线角度跟表面法线的点乘越高(角度越小),边缘光效果越差
- half rim=1.0-saturate(dot(normalize(IN.viewDir),IN.worldNormal));
- //把边缘光放大_RimPower倍,使边缘光更清楚
- o.Emission=_RimColor*pow(rim,_RimPower)*_Brightness;
- o.Alpha=(o.Emission.r+o.Emission.g+o.Emission.b) / 3.0;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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