Unity图形学之边缘检测
1.边缘发光:
越是边缘的法线和光线入射角的夹角越大,值越小;
越是正中间的法线和光线的入射角的夹角越小,值越大;
Shader "Custom/NormalOutLine"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NorTex ("Normal Map (RGB)", 2D) = "white" {}
_EmisionPower("EmisionPower",float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NorTex;
float _EmisionPower;
struct Input
{
float2 uv_MainTex;
float2 uv_NorTex;
float3 viewDir;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
//读取法线
float3 tempNormal = UnpackNormal(tex2D (_NorTex, IN.uv_NorTex));
o.Normal = tempNormal;
//算出法线和视角的点乘
float tempFloat = 1- clamp(dot(IN.viewDir,tempNormal),0,1);
//自发光
o.Emission = _Color * pow(tempFloat,_EmisionPower);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}