Shader "Unlit/Scan"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RimMin("RimMin", Range(-1,1)) = 0.0
_RimMax("RimMax",Range(0,2)) = 0.0
_InnerColor("Inner Color",Color) = (0.0,0.0,0.0,0.0)
_RimColor("Rim Color",Color) = (0.0,0.0,0.0,0.0)
_RimIntensity("Rim Intensity",Float) = 1.0
_FlowSpeed("Flow Speed",Float) = 1
_Alaph("Alaph", Float) = 0.75
_EmissPower("Emiss Power", Float) = 2
_FlowTex("Flow Texture",2D) = "white"{}//扫光贴图
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
Pass
{
ZWrite On
ColorMask 0
}
Pass
{
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal:TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal_world :TEXCOORD1;
float3 pos_world:TEXCOORD2;
float3 pivot_world:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RimMin;
float _RimMax;
float4 _InnerColor;
float4 _RimColor;
float _RimIntensity;
float _FlowSpeed;
sampler2D _FlowTex;
float _Alaph;
float _EmissPower;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal_world = mul(float4(v.normal,0.0), unity_WorldToObject);//世界法线
o.pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
o.pivot_world = mul(unity_ObjectToWorld, float4(0,0,0,1));//模型中心点的世界坐标
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//边缘光
half3 normal_world = normalize(i.normal_world);
half3 view_world = normalize(_WorldSpaceCameraPos.xyz - i.pos_world);
half NdotV = saturate(dot(normal_world, view_world));
half fresnel = 1 - NdotV;
fresnel = smoothstep(_RimMin,_RimMax, fresnel);
half emiss = tex2D(_MainTex, i.uv).r;//模型贴图的R通道作自发光
emiss = pow(emiss, _EmissPower);
half final_fresnel = saturate(fresnel + emiss);
half3 final_rim_color = lerp(_InnerColor, _RimColor * _RimIntensity, fresnel);
half final_rim_alpha = final_fresnel;
//扫光 用xy坐标来取值贴图 减去模型中心点不受自身位置影响
half2 uv_flow = (i.pos_world.xy - i.pivot_world.xy);
uv_flow = uv_flow + _Time.y * _FlowSpeed;
float4 flow_rgba = tex2D(_FlowTex, uv_flow);
float3 final_col = final_rim_color + flow_rgba.xyz;
float final_alpha = final_rim_alpha + _Alaph;
return fixed4(final_col,final_alpha);
}
ENDCG
}
}
}
