Unity3d实现模型描边效果(Shader)
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1) //改变这个能改变轮廓边的颜色
_Outline ("Outline width", Range (0.0, 0.03)) = 0.008 //改变这个能改变轮廓边的粗细
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewT