Unity Shader模板测试描边效果,常用于 rpg 项目中主角被遮挡的情况,将被遮挡的部分的轮廓描边绘制出来,这样可以在任何情况都能知道主角在哪里。(还有另外一种就是使用X光效果,但这种效果不需要用到模板测试,所以这里用 描边效果 举例子)
Shader "Custom/Unlit-Texture-Outline" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _OutlineColor("Outline Color", Color) = (1,1,0,1) //描边颜色 _Outline("Outline width", Range(0.0, 0.5)) = 0.03 // 描边宽度 } CGINCLUDE #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float _Outline; float4 _OutlineColor; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } v2f vert_outline(appdata_t v) { v2f o; // 方式一,观察空间 下往法线偏移顶点 float4 viewPos = mul(UNITY_MATRIX_MV, v.vertex); //float3 viewNorm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); float3 viewNorm = mul(v.normal, (float3x3)UNITY_MATRIX_T_MV); float3 offset = normalize(viewNorm) * _Outline; viewPos.xyz += offset; o.vertex = mul(UNITY_MATRIX_P, viewPos); //方式二,世界空间 下往法线偏移顶点 //float4 worldPos = mul(unity_ObjectToWorld, v.vertex); //float3 worldNormal = UnityObjectToWorldNormal(v.normal); //float3 offset = normalize(worldNormal) * _Outline; //worldPos.xyz += offset; //o.vertex = mul(UNITY_MATRIX_VP, worldPos); return o; } ENDCG SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Opaque" } Pass{ // 正常绘制 Stencil { Ref 1 Comp Always Pass Replace ZFail Replace } ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); return col; } ENDCG } Pass{ // 遮挡部分绘制描边 ZTest Greater ZWrite Off //Blend DstAlpha OneMinusDstAlpha Stencil{ Ref 1 Comp NotEqual } CGPROGRAM #pragma vertex vert_outline #pragma fragment frag half4 frag(v2f i) :COLOR { return _OutlineColor; } ENDCG } } }
// 这种方式的描边不适合做遮挡部分描边,且不遮挡部分的效果也没有 模板测试 那种方式好 Shader "ITS/test/testOutline_cull" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _OutlineColor("Outline Color", Color) = (1,1,0,1) _Outline("Outline width", Range(0.0, 0.5)) = 0.03 } CGINCLUDE #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float _Outline; float4 _OutlineColor; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } v2f vert_outline(appdata_t v) { v2f o; // 方式一,观察空间 下往法线偏移顶点 float4 viewPos = mul(UNITY_MATRIX_MV, v.vertex); //float3 viewNorm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); float3 viewNorm = mul(v.normal, (float3x3)UNITY_MATRIX_T_MV); float3 offset = normalize(viewNorm) * _Outline; viewPos.xyz += offset; o.vertex = mul(UNITY_MATRIX_P, viewPos); //方式二,世界空间 下往法线偏移顶点 //float4 worldPos = mul(unity_ObjectToWorld, v.vertex); //float3 worldNormal = UnityObjectToWorldNormal(v.normal); //float3 offset = normalize(worldNormal) * _Outline; //worldPos.xyz += offset; //o.vertex = mul(UNITY_MATRIX_VP, worldPos); return o; } ENDCG SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Opaque" } Pass{ ZTest LEqual Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.texcoord); return col; } ENDCG } Pass{ // ZTest Greater ZWrite Off Cull Front Offset 100,0 CGPROGRAM #pragma vertex vert_outline #pragma fragment frag half4 frag(v2f i) : COLOR { return _OutlineColor; } ENDCG } } }
原文:https://www.cnblogs.com/gangtie/p/14004887.html