lcy
2025-01-02 c867ea92cce28ea0ceb312ef8e2f8e7e0888b1d6
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
Shader "Character/Character,XRay"
{
    Properties
    {
        _RimColor ("RimColor", Color) = (0, 0, 1, 1)
        _RimIntensity ("Intensity", Range(0, 2)) = 1
    }
    SubShader
    {
        Tags { "Queue" = "Geometry" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
        
        LOD 200
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite off
            Cull Back
            Lighting Off
            Fog
            {
                Mode Off
            }
            
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            
            struct appdata
            {
                float4 vertex: POSITION;
                float3 normal: Normal;
            };
            
            struct v2f
            {
                float4 pos: SV_POSITION;
                fixed4 color: COLOR;
            };
            
            fixed4 _RimColor;
            float _RimIntensity;
            
            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));//计算出顶点到相机的向量
                float val = 1 - saturate(dot(v.normal, viewDir));//计算点乘值
                o.color = _RimColor * val * (1 + _RimIntensity);//计算强度
                return o;
            }
            
            fixed4 frag(v2f i): COLOR
            {
                return i.color;
            }
            ENDCG
            
        }
    }
}