Shader"Xray"{
Properties
{
_RimColor("RimColor", Color) = (0,0,1,1)
_RimIntensity("Intensity", Range(0,2)) =1}
SubShader
{
Tags {"Queue"="Transparent""RenderType"="Opaque"}
LOD200Pass
{//Blend SrcAlpha One//打开混合模式Blend SrcAlpha One
ZWrite off
Lighting off
CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata
{
float4 vertex : POSITION;
float3normal:Normal;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4color: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floatval =1- saturate(dot(v.normal, viewDir));//计算点乘值o.color= _RimColor * val * (1+ _RimIntensity);//计算强度returno;
}
fixed4 frag (v2f i) : COLOR
{returni.color;
}
ENDCG
}
}
}