参考 https://blog.csdn.net/xiaoge132/article/details/77801931
//全息效果
Shader "Custom/Silhouette"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_DotProduct("Rim effect", Range(-1,1)) = 0.25
}
SubShader
{
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"LightMode" = "ForwardBase"
}
LOD 200
Cull Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
//模型空间法线
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//世界空间法线
float3 worldNormal : TEXCOORD1;
//世界空间坐标
float3 worldPosition : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _DotProduct;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition));
//因为viewDir和worldNormal都是归一化矢量,点乘后的值为它们夹角的cos值。
//考虑到半透明物体需要双面渲染, 所以对点乘结果求绝对值abs。
float border = 1 - (abs(dot(viewDir, worldNormal)));
//_DotProduct: 调整透明度
float alpha = (border * (1 - _DotProduct) + _DotProduct);
float4 c = tex2D(_MainTex, i.uv) * _Color;
c.a = alpha;
return c;
}
ENDCG
}
}
}