示例
Shader "Custom/NormalTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Cut", Range(0,1)) = 0.5
}
SubShader
{
LOD 100
Pass
{
Tags { "RenderType"="Transparent" }
ZWrite On
ZTest LEqual
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Pass
{
Tags { "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
ZTest Greater
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;
fixed _Cutoff;
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));
fixed v = saturate(1-dot(viewDir, worldNormal));
clip(v - _Cutoff);
return fixed4(1, 0, 0, v);
}
ENDCG
}
}
}
效果