Shader学习笔记(七)Unity Shader Rim示例

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轮廓高光效果

Unity官方高光示例

Shader "Example/Rim" {    Properties {      _MainTex ("Texture", 2D) = "white" {}      _BumpMap ("Bumpmap", 2D) = "bump" {}      _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)      _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0    }    SubShader {      Tags { "RenderType" = "Opaque" }      CGPROGRAM      #pragma surface surf Lambert      struct Input {          float2 uv_MainTex;          float2 uv_BumpMap;          float3 viewDir;      };      sampler2D _MainTex;      sampler2D _BumpMap;      float4 _RimColor;      float _RimPower;      void surf (Input IN, inout SurfaceOutput o) {          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;          o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));          half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));          o.Emission = _RimColor.rgb * pow (rim, _RimPower);      }      ENDCG    }     Fallback "Diffuse"  }

核心代码是half rim = 1.0 - saturate(dot (normalize(IN.viewDir),o.Normal));

//saturate:returns 0 if x is less than 0; returns 1 if x is greater than 1; returns x otherwise 

//saturate for float scalars could be implemented like this 

//float saturate(float x){

//return max(0,min(1,x));

//}

//视线方向与法向量夹角为90度时,正好用来模拟侧光的强度

    o.Emission=_RimColor.rgb*pow(rim,_RimPower);

//将rim值用一个pow函数进行放大,强化边缘发亮的效果







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