总结

1.我图中采用的模型是使用单模型多材质球,所以只展示了一个身体,单模型但材质直接赋值材质球就好,如果是单模型多材质的需要多创建几个材质球,因为每一部分的发现切图和Albedo图是不一样的。
2.这里就不展示Demo了,东西比较简单,感兴趣的可以研究一下这个插件Amplify Shader Editor,我用的是1.6.1版本
3.源码我也附上在下面

源码:
Shader “ASE/Ray”
{
Properties
{
_ASEOutlineWidth( “Outline Width”, Float ) = 0
_Albedo(“Albedo”, 2D) = “white” {}
_Normalmap(“Normal map”, 2D) = “white” {}
_Color0(“Color 0”, Color) = (1,0,0,0)
_Alpha(“Alpha”, Float) = 0
_Bias(“Bias”, Range( 0 , 1)) = 0
_Scale(“Scale”, Range( 0 , 1)) = 0
_Power(“Power”, Range( 0 , 1)) = 0
[HideInInspector] _texcoord( “”, 2D ) = “white” {}
[HideInInspector] __dirty( “”, Int ) = 1
}

SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0"}
ZWrite Off
ZTest Always
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma surface outlineSurf Outline nofog alpha:fade keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc



struct Input
{
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
uniform float4 _Color0;
uniform float _Bias;
uniform float _Scale;
uniform float _Power;
uniform float _Alpha;
uniform half _ASEOutlineWidth;

void outlineVertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz += ( v.normal * _ASEOutlineWidth );
}
inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
void outlineSurf( Input i, inout SurfaceOutput o )
{
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float fresnelNdotV7 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode7 = ( _Bias + _Scale * pow( 1.0 - fresnelNdotV7, _Power ) );
float lerpResult18 = lerp( ( 1.0 - (_Color0).a ) , fresnelNode7 , (-2.0 + (_Alpha - 0.0) * (0.0 - -2.0) / (1.0 - 0.0)));
o.Emission = _Color0.rgb;
o.Alpha = lerpResult18;
o.Normal = float3(0,0,-1);
}
ENDCG

Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+1" }
Cull Back
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
struct Input
{
float2 uv_texcoord;
};

uniform sampler2D _Normalmap;
uniform float4 _Normalmap_ST;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;

void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz += 0;
}

void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Normalmap = i.uv_texcoord * _Normalmap_ST.xy + _Normalmap_ST.zw;
o.Normal = UnpackNormal( tex2D( _Normalmap, uv_Normalmap ) );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
o.Albedo = tex2D( _Albedo, uv_Albedo ).rgb;
o.Alpha = 1;
}

ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
--------------------- 

posted @ 2019-08-09 19:13  水至清明  阅读(292)  评论(0编辑  收藏  举报