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2025-05-18 01:04:31 +08:00
Shader "MY/Xray"
{
Properties
{
_RimColor("RimColor", Color) = (1, 1, 1, 1)
_RimIntensity("Intensity", Range(0, 2)) = 1
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Opaque" }
LOD 200
Pass
{
Blend SrcAlpha One//打开混合模式
ZWrite off
Lighting 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
}
}
}