
Shader "ApcShader/XRayEffect"
{
Properties
{
_MainTex("Base 2D", 2D) = "white"{}
_XRayColor("XRay Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{ "Queue" = "Geometry+100" "RenderType" = "Opaque" }
//渲染X光效果的Pass
Pass
{
Blend SrcAlpha One
ZWrite Off
ZTest Greater
CGPROGRAM
#include "Lighting.cginc"
fixed4 _XRayColor;
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : normal;
float3 viewDir : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.viewDir = ObjSpaceViewDir(v.vertex);
o.normal = v.normal;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = normalize(i.normal);
float3 viewDir = normalize(i.viewDir);
float rim = 1 - dot(normal, viewDir);
return _XRayColor * rim;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
//正常渲染的Pass
Pass
{
ZWrite On
CGPROGRAM
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv);
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack "Diffuse"
}
该Shader把角色的两部分来渲染显示的,被遮挡的部分用一个pass显示(设置ztest来过滤),而没有被遮挡的部分用另外一个pass来显示;同时它的Render Queue设置到了所有场景物体渲染之后再渲染,这个渲染顺序很重要。