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  • 【Shader】人物选中高亮状态

    Shader
    "OutLine/RedOutLine"
    {
    	Properties
    	{
    		_Switch("Value",Range(0,1)) = 0
    		_MainTex("Texture",2D) = "white"{}
    		_BumpMap("Bumpmap",2D) = "bump" {}
    		_RimColor("RimColor",Color) = (0.26,0.19,0.16,0.0)
    		_RimPower("RimPower",Range(0.5,8.0)) = 3.0
    	}
    		SubShader
    	{
    		Tags{
    		"RenderType" = "Opaque"
    	}
    		CGPROGRAM
    
    #pragma surface surf Lambert
    
    	struct
    		Input {
    		float2 uv_MainTex;
    		float2 uv_BumpMap;
    		float3 viewDir;
    	};
    	sampler2D _MainTex;
    	sampler2D _BumpMap;
    	float4 _RimColor;
    	float _RimPower;
    	float _Switch;
    	void
    		surf(Input IN, inout SurfaceOutput o) {
    		o.Albedo =
    			tex2D(_MainTex, IN.uv_MainTex).rgb;
    		o.Normal =
    			UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
    		half rim = 0;
    		if (_Switch != 0)
    		{
    			 rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
    		}
    		
    		
    
    		
    		
    		//saturate
    		//限制值于[0,1]之间
    			o.Emission = _RimColor.rgb * pow(rim, _RimPower);
    	}
    	ENDCG
    	}
    
    		Fallback "Diffuse"
    }
    

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  • 原文地址:https://www.cnblogs.com/jhcelue/p/7289999.html
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