Unity3D 边缘高光Shader-LMLPHP

Shader "Custom/NewShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_RimColor("Rim Color", Color) = (,,,)
_RimPower ("Rim power",range(,)) = //边缘强度
}
SubShader {
Pass
{ CGPROGRAM #include "UnityCG.cginc" struct v2f
{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
float4 rim:COLOR;
}; sampler2D _MainTex;
float4 _RimColor;
float _RimPower; v2f vert(appdata_base v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
float3 worldPos = mul(_Object2World, v.vertex).xyz;
float3 viewdir = normalize((_WorldSpaceCameraPos - worldPos));
float3 normal = normalize(mul((float3x3)_Object2World,v.normal)); o.rim.x = -saturate(dot(viewdir,normal)); return o;
} fixed4 frag (v2f IN):COLOR
{
fixed4 c = tex2D(_MainTex, IN.uv);
c.rgb+= pow(IN.rim.x,)*_RimColor*_RimPower;
return c;
} #pragma vertex vert
#pragma fragment frag ENDCG
}
}
FallBack "Diffuse"
}
05-11 22:22