u3d xray效果
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类似图中效果
plane屏幕扫过的部分可以看到球体中的内部结构,相当于透视眼,球体的其他部分正常
球和球体中的物体加shader
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Custom/XRayShader"{ Properties { _MainTex("Texture", 2D) = "white" {} _RayColor("RayColor", COLOR) = (0,0,1,0) } SubShader { Pass { Name "BASE1" Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } Blend One OneMinusSrcAlpha Cull Back ZTest Greater ZWrite Off CGPROGRAM#pragma vertex vert#pragma fragment frag // make fog work#pragma multi_compile_fog#include "UnityCG.cginc"#include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 normal : NORMAL; }; struct v2f { UNITY_FOG_COORDS(0) float4 vertex : SV_POSITION; float2 uv : TEXCOORD1; float4 diff : TEXCOORD2; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; float3 worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal.xyz,0)).xyz) * -1; //将法线转换到世界空间, * -1 是为了有外轮廓的效果,因此将法线翻转 float3 viewDirection = normalize(_WorldSpaceCameraPos); //将视野也转到相同的世界空间 o.diff = max(0, dot(viewDirection, worldNormal)); //计算视野和法线的夹角 将垂直的部分不填色 return o; } uniform float4 _RayColor; fixed4 frag(v2f i) : SV_Target { _RayColor *= i.diff.x; return _RayColor; } ENDCG } Pass { Name "BASE2" Tags{ "RenderType" = "Opaque" } ZWrite On ZTest LEqual CGPROGRAM#pragma vertex vert#pragma fragment frag // make fog work#pragma multi_compile_fog#include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) 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); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } }}
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