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 } } }