
Shader "Custom/OutLightting"
{
Properties
{
_MainTex("Texture(RGB)", 2D) = "grey" {}
_Color("Color", Color) = (0, 0, 0, 1)
_AtmoColor("Atmosphere Color", Color) = (0, 0.4, 1.0, 1)
_Size("Size", Float) = 0.1
_OutLightPow("Falloff",Float) = 5
_OutLightStrength("Transparency", Float) = 15
}
SubShader
{
Pass
{
Name "PlaneBase"
Tags{ "LightMode" = "Always" }
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _Size;
uniform float _OutLightPow;
uniform float _OutLightStrength;
struct vertexOutput
{
float4 pos:SV_POSITION;
float3 normal:TEXCOORD0;
float3 worldvertpos:TEXCOORD1;
float2 texcoord:TEXCOORD2;
};
vertexOutput vert(appdata_base v)
{
vertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag(vertexOutput i) :COLOR
{
float4 color = tex2D(_MainTex, i.texcoord);
视角法线
视角法线与模型法线点积形成中间指为1向四周逐渐衰减为0的点积值,赋给透明通道,形成光晕效果
return color*_Color;
}
ENDCG
}
Pass
{
Name "AtmosphereBase"
Tags{ "LightMode" = "Always" }
Cull Front
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _Size;
uniform float _OutLightPow;
uniform float _OutLightStrength;
struct vertexOutput
{
float4 pos:SV_POSITION;
float3 normal:TEXCOORD0;
float3 worldvertpos:TEXCOORD1;
};
vertexOutput vert(appdata_base v)
{
vertexOutput o;
v.vertex.xyz += v.normal*_Size;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
float4 frag(vertexOutput i):COLOR
{
i.normal = normalize(i.normal);
float3 viewdir = normalize(i.worldvertpos.xyz - _WorldSpaceCameraPos.xyz);
float4 color = _AtmoColor;
color.a = pow(saturate(dot(viewdir, i.normal)), _OutLightPow);
color.a *= _OutLightStrength*dot(viewdir, i.normal);
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}