shader脚本
新建一个shader脚本,命名为RimLight
shader代码如下
Shader "CM/RimLight" {
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_IlluminPower("Illumin Power", Range(0, 2)) = 1
_RimColor ("Rim Color", Color) = (1, 1, 1, 1)
_RimPower ("Rim Power", Float) = 0.7
}
SubShader
{
Pass
{
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _Color;
uniform float4 _MainTex_ST;
float _IlluminPower;
uniform fixed4 _RimColor;
float _RimPower;
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed3 color : COLOR;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float dotProduct = 1 - dot(v.normal, viewDir);
o.color = _RimColor * pow(dotProduct, _RimPower);//smoothstep(1 - _RimPower, 1.0, dotProduct);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv);
texcol.rgb = texcol.rgb * _Color.rgb * _IlluminPower + i.color;
return texcol;
}
ENDCG
}
}
}
制作材质球
新建一个Material,命名为RimLightMaterial
选择使用刚刚创建的shader
使用材质球
创建一个球体,把材质球赋值给球体的Mesh Renderer组件的Materials属性
调整材质球的发光颜色和强度,效果如下