显示顶点法线,切线的shader

顶点法线:垂直于顶点所在三角网格平面的向量 

顶点切线:平行于顶点所在三角网格平面的向量

 

效果图

 

 注意:这个shader在intel集成显卡上貌似显示不出来,在nVidia的显卡上可以显示出来

Shader "Unlit/showNormalTagent"
{
    Properties
    {
        _LineLength("LineLength", float) = 0.03
    }

    SubShader
    {
        Pass
        {
            Tags { "RenderType" = "Opaque" }
            LOD 100

            CGPROGRAM
            #pragma vertex vert //顶点着色器函数名
            #pragma fragment frag //片元着色器函数名
            #pragma geometry geom //几何着色器函数名
            #include "UnityCG.cginc"

            float _LineLength;

            struct geomInput
            {
                float4 worldPos : POSITION;
                float3 normal : NORMAL;
                float3 tangent : TANGENT;
                float2 tex0 : TEXCOORD0;
            };

            struct fragInput
            {
                float4 pos : SV_POSITION;
                float2 tex0 : TEXCOORD0;
                fixed4 color : COLOR;
            };

            geomInput vert(appdata_tan v)
            {
                geomInput output = (geomInput)0;

                output.worldPos = mul(unity_ObjectToWorld, v.vertex);

                float3 worldNormal = UnityObjectToWorldNormal(v.normal);
                output.normal = normalize(worldNormal);

                float3 worldTan = UnityObjectToWorldDir(v.tangent);
                output.tangent = normalize(worldTan);

                output.tex0 = float2(0, 0);

                return output;
            }

            [maxvertexcount(4)]
            void geom(point geomInput p[1], inout LineStream<fragInput> triStream)
            {
                fragInput pIn; //法线起点
                pIn.pos = mul(UNITY_MATRIX_VP, p[0].worldPos); //裁剪空间
                pIn.tex0 = float2(0.0f, 0.0f);
                pIn.color = fixed4(1, 0, 0, 1);
                triStream.Append(pIn);

                fragInput pIn1; //法线终点
                float4 pos = p[0].worldPos + float4(p[0].normal, 0) *_LineLength;
                pIn1.pos = mul(UNITY_MATRIX_VP, pos);
                pIn1.tex0 = float2(0.0f, 0.0f);
                pIn1.color = fixed4(0, 1, 0, 1);
                triStream.Append(pIn1);

                triStream.Append(pIn); //切线起点

                fragInput pIn4; //切线终点
                pos = p[0].worldPos + float4(p[0].tangent, 0) * _LineLength;
                pIn4.pos = mul(UNITY_MATRIX_VP, pos);
                pIn4.tex0 = float2(0.0f, 0.0f);
                pIn4.color = fixed4(0, 0, 1, 1);
                triStream.Append(pIn4);
            }

            fixed4 frag(fragInput input) : SV_TARGET
            {
                return input.color;
            }

            ENDCG
        } //end of Pass
    } //end of SubShader

} //end of shader

 

参考

【unity shader】几何着色器初接触_仁界的博客-CSDN博客_unity 几何着色器

unity模型法线可视化shader - stigerzergold - 博客园 (cnblogs.com)

 

posted @ 2023-01-17 21:29  yanghui01  阅读(162)  评论(0编辑  收藏  举报