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unity Shader 描边

2016-07-13 16:29 543 查看
Shader "Unlit/MB"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LiNEColor("LineColor",color)=(1.0,1.0,1.0)
_LineWeith("LineWeith",range(0.01,0.5))=0.1
}
SubShader
{

Tags { "RenderType"="Opaque" }
LOD 100

Pass
{
// Cull Back
ZWRITE OFF
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"UnityCG.cginc"

struct v2f
{
float4 pos:SV_POSITION;
};
float _LineWeith;
v2f vert(appdata_base v)
{
v2f o;
float3 aa= normalize(v.normal+v.vertex.xyz);
v.vertex.xyz+=aa*_LineWeith;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
return o;
}
float4 _LiNEColor;
float4 frag(v2f i):Color
{
return _LiNEColor;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;

v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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