이 비디오는 기본 사항을 다룹니까? 사람들이 이미 게시 한 셰이더를 사용하여 몇 가지 다른 스타일의 윤곽선과 실루엣을 만드는 그림입니다.
https://www.youtube.com/watch?v=00qMZlacZQo
Unity Wiki에 게시 된 셰이더를 사용하여 많은 작업을 수행하는 예입니다. 셰이더의 내용은 아래에 있지만 셰이더의 개요 부분이 U5에서 예상대로 작동하지 않을 수 있다고 생각합니다.
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "Queue" = "Transparent" }
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}