简单写写,练下手~
Shader "James/VP Shader/RimLight"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (, , , )
_RimColor("RimColor", Color) = (, , , )
_RimPower("RimPower", Range(, )) = 0.1
_RimIntensity("RimIntensity", Range(, )) =
} SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" struct v2f
{
float4 pos : SV_POSITION;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 objViewDir : TEXCOORD2;
}; sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color; v2f vert(appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.objViewDir = normalize(ObjSpaceViewDir(v.vertex));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
} float4 _RimColor;
float _RimPower;
float _RimIntensity; half4 frag(v2f i) : COLOR
{
float rimSin = - max(, dot(i.normal, i.objViewDir));
float rimFactor = pow(rimSin, _RimPower) * _RimIntensity;
float3 rimColor = rimFactor * _RimColor; float4 mainColor = tex2D(_MainTex, i.uv);
float4 finalColor = mainColor * _Color;
finalColor.rgb +=rimColor;
return finalColor;
} ENDCG
}
}
FallBack "VertexLit"
}
将上面的Shader改写一下,添加BumpTex,并使用一张RimTex来映射边缘光的强度:
Shader "James/VP Shader/BumpRimLight"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_BumpTex("BumpTex", 2D) = "bump" {}
_Color("Color", Color) = (, , , )
_RimColor("RimColor", Color) = (, , , )
_RimIntensity("RimIntensity", Range(, )) = 0.1
_RimTex("RimTex", 2D) = "white" {}
} SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" struct v2f
{
float4 pos : SV_POSITION;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
float3 tangentSpackLightDir : TEXCOORD1;
}; sampler2D _MainTex;
sampler2D _BumpTex;
sampler2D _RimTex;
float4 _MainTex_ST;
float4 _BumpTex_ST;
float4 _RimTex_ST;
float4 _Color;
float4 _RimColor;
float _RimIntensity; v2f vert(appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float3 objViewDir = normalize(ObjSpaceViewDir(v.vertex));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); // 副法向量
float3 binormal = cross(normalize(v.vertex), normalize(v.tangent.xyz));
// 切空间矩阵
float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);
// 切空间视线方向
o.tangentSpackLightDir = mul(rotation, objViewDir); return o;
} half4 frag(v2f i) : COLOR
{
// 切空间法线,NormalMap默认带的是切空间的值
half3 tangentSpaceNormal = (tex2D(_BumpTex, i.uv).rgb * 2.0) - 1.0;
float rimFactor = - max(, dot(tangentSpaceNormal, i.tangentSpackLightDir));
float rimIntensity = tex2D(_RimTex, rimFactor.xx).r;
float3 rimColor = rimIntensity * _RimColor * _RimIntensity; float4 mainColor = tex2D(_MainTex, i.uv);
float4 finalColor = mainColor * _Color;
finalColor.rgb += rimColor;
return finalColor;
} ENDCG
}
}
FallBack "VertexLit"
}
注意上述代码是在切空间中计算rim的颜色强度。