编写一段Unity描边效果shader代码
时间: 2023-09-20 18:05:57 浏览: 138
unity描边shader
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### 回答1:
这是一个描边效果的简单示例,你可以在这里找到更多关于描边效果的信息:https://docs.unity3d.com/Manual/OutlineEffect.html
```
Shader "Outlined/Silhouette Only"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.1)) = 0.003
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Outline;
fixed4 _Color;
fixed4 _OutlineColor;
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = 0;
o.Smoothness = 0;
o.Alpha = c.a;
}
ENDCG
}
SubShader
{
// Render the outline on top of everything
Tags { "RenderType"="Transparent" "Queue"="Geometry+10" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Outline;
fixed4 _Color;
fixed4 _OutlineColor;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = _OutlineColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
```
### 回答2:
Unity中可以通过编写Shader代码来实现描边效果。下面是一个简单的Unity描边效果shader代码示例:
```csharp
Shader "Custom/Outline" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.01
}
SubShader {
Tags { "Queue" = "Transparent" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _OutlineColor;
float _OutlineWidth;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag (v2f i) : SV_Target {
float2 uv = i.uv;
// 在这里计算描边效果
float4 mainTexColor = tex2D(_MainTex, uv);
float4 outlineColor = _OutlineColor;
float4 finalColor = mainTexColor;
float2 pixelUv = i.vertex.xy / i.vertex.w;
float2 oPixelUv = float2(_ScreenParams.z, _ScreenParams.w) * 0.008 * _OutlineWidth;
float4 outline = tex2D(_MainTex, pixelUv + float2(-oPixelUv.x, oPixelUv.y)) +
tex2D(_MainTex, pixelUv + float2(oPixelUv.x, oPixelUv.y)) +
tex2D(_MainTex, pixelUv + float2(-oPixelUv.x, -oPixelUv.y)) +
tex2D(_MainTex, pixelUv + float2(oPixelUv.x, -oPixelUv.y));
if (length(mainTexColor - outlineColor) < 0.1) {
finalColor = outline;
}
return finalColor;
}
ENDCG
}
}
}
```
这段Shader代码中,我们首先定义了两个属性:_MainTex是主纹理,_OutlineColor是描边颜色,_OutlineWidth是描边的宽度。然后在顶点和片段着色器中定义了相应的结构体,并通过顶点着色器将顶点坐标和纹理坐标传递给片段着色器。在片段着色器中,我们首先根据纹理坐标获取主纹理颜色,并计算出描边的颜色。然后,我们根据屏幕参数和描边宽度计算出描边效果,并判断是否需要将描边效果应用到最终的颜色中。最后返回最终的颜色。
### 回答3:
Unity中的描边效果可以通过编写一个自定义的shader来实现。以下是一个简单的示例代码:
```csharp
Shader "Custom/Outline" {
Properties{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.01
}
SubShader {
Tags { "RenderType" = "Opaque" }
Cull Back
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _OutlineWidth;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 _Color;
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target {
float4 col = _Color * tex2D(_MainTex, i.uv);
float4 outlineCol = _OutlineColor;
// 计算描边区域
fixed2 ddx = ddx(i.uv);
fixed2 ddy = ddy(i.uv);
fixed3 grad = normalize(fixed3(ddx.x, ddy.x, 0));
float2 o = i.uv + grad.xy * _OutlineWidth;
float4 outline = tex2D(_MainTex, o);
// 混合描边颜色和原始颜色
col = lerp(col, outlineCol, outline.a);
return col;
}
ENDCG
}
}
}
```
以上是一个简单的Unity描边效果shader示例代码。该shader使用_MainTex作为主要纹理输入,并通过参数_Color指定基本颜色,并通过参数_OutlineColor指定描边颜色,并通过参数_OutlineWidth指定描边宽度。描边的计算是通过计算当前像素和偏移像素的颜色进行混合来实现的。混合使用了tex2D函数来获取主纹理颜色和偏移像素颜色,并使用lerp函数混合描边颜色和原始颜色。
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