![]()
Shader "Custom/NewShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim power",range(0,5)) = 2//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 = 1-saturate(dot(viewdir,normal));
return o;
}
fixed4 frag (v2f IN):COLOR
{
fixed4 c = tex2D(_MainTex, IN.uv);
c.rgb+= pow(IN.rim.x,2)*_RimColor*_RimPower;
return c;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack "Diffuse"
}