Unity Shader 实现描边OutLine效果

Shader实现描边流程大致为:对模型进行2遍(2个pass)绘制,第一遍(描边pass)在vertex shader中对模型沿顶点法线方向放大,fragment shader设置输出颜色为描边颜色;第二遍正常绘制模型,除被放大的部分外,其余被覆盖,这样就有了描边的效果。

实现代码如下:

Shader "Custom/OutlineShader" {
	Properties {
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_OutLineWidth("width", float) = 1.2//定义一个变量
	}
	SubShader {

		Pass
		{
			CGPROGRAM		
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

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

			struct v2f
			{
				float2 uv :TEXCOORD0;
				float4 vertex:SV_POSITION;
			};


			float _OutLineWidth;//设置变量
			v2f vert(appdata v)
			{
				v2f o;
				//设置一下xy
				//v.vertex.xy *= 1.1;
				v.vertex.xy *= _OutLineWidth;//乘上变量
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.uv;
				return o;
			}

			sampler2D _MainTex;

			fixed4 frag(v2f i) :SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				//return col;
				return fixed4(0, 0, 1, 1);
			}
			ENDCG
		}
		

		Pass
			{
				ZTest Always
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#include "UnityCG.cginc"

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

			struct v2f
			{
				float2 uv :TEXCOORD0;
				float4 vertex:SV_POSITION;
			};


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

			sampler2D _MainTex;

			fixed4 frag(v2f i) :SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				//return fixed4(0, 0, 1, 1);//返回蓝色,因为再次渲染会把第一个颜色覆盖掉
				return col;
			}
				ENDCG
			}
	} 
	FallBack "Diffuse"
}

物体被遮挡,仍然需要显示,需要设置描边pass的语句ZTest为Always,深度检测一直通过,这样描边pass的片段不会被深度剔除。

运行效果图:

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转载自blog.csdn.net/elegentbeauty/article/details/82915299
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