unity描边效果实现
在开发中如果描边效果处理的好可以给项目加分,为此这里总结了几种在unity实现描边效果的方法,首先准备一个模型导入在unity中,使用默认shader,上传一张原始图,以便后面实现功能效果的对比:
一、边缘光,这里参照官方的一个SurfaceShader Example,Rim Lighting
1.在unity创建一个SurfaceShader,命名RimLighting
- Shader "Custom/RimLighting" {
- Properties {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- //边缘光颜色
- _RimColor("Rim Color",Color) =(1,1,1,1)
- //边缘光强度
- _RimPower("Rim Power", Range(0.5,8.0)) = 3.0
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 200
- CGPROGRAM
- // Physically based Standard lighting model, and enable shadows on all light types
- #pragma surface surf Standard fullforwardshadows
- // Use shader model 3.0 target, to get nicer looking lighting
- #pragma target 3.0
- sampler2D _MainTex;
- struct Input {
- float2 uv_MainTex;
- //法线
- float3 worldNormal;
- //视角方向
- float3 viewDir;
- };
- fixed4 _Color;
- fixed4 _RimColor;
- half _RimPower;
- void surf (Input IN, inout SurfaceOutputStandard o) {
- // Albedo comes from a texture tinted by color
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- half rim = 1.0 - saturate(dot(normalize(IN.viewDir), IN.worldNormal));
- o.Emission = _RimColor.rgb * pow(rim, _RimPower);
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
2.将模型材质的shader改为刚才所写的shader,Custom/RimLighting
3.更改后,具体效果如下
二、法线外拓,用一个Pass渲染边框,一个Pass渲染实物
创建一个UnlitShader,命名为NormalUnlitShader
- Shader "Custom/NormalUnlitShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Outline("Out Line",Range(0.001,0.005))=0.002
- _Color("Color",Color)=(1,1,1,1)
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- struct v2f
- {
- float4 pos:POSITION;
- float4 color:COLOR;
- };
- sampler2D _MainTex;
- float _Outline;
- fixed4 _Color;
- v2f vert(appdata_base v)
- {
- 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 = _Color;
- return o;
- }
- ENDCG
- SubShader
- {
- Cull Front
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- fixed4 frag (v2f i) : COLOR
- {
- return i.color;
- }
- ENDCG
- }
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_MainTex;
- };
- void surf(Input IN, inout SurfaceOutput o) {
- fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = c.rgb;
- o.Alpha = c.a;
- }
- ENDCG
- }
- }
2.这里再换成新建的NormalUnlitShader,就会发现一些问题,他会在一些我们并不像描边的地方也改变了颜色,这就是因为这根据模型法线并不是全部都均匀的向外扩展,才导致这样的情况
3.再换一个Sphere模型应用与怪物同一个材质球,就会发现Sphere模型,是能达到我们的需求的,也能很明显的看出两者的差别,因为球的法线都是均匀的往外扩展的,这个方法的使用就需要以后根据实际的要求来使用
三、屏幕特效,描边效果
新建一个辅助摄像机,设置参数如下,并将模型的Layer设置为Monster,这样辅助摄像机就能单独看见这个怪物模型
2.写一个纯色shader,辅助摄像机用RenderWithShader,纯色渲染一张纹理处理
- Shader "Custom/UnlitSolidColor"
- {
- SubShader
- {
- Pass
- {
- //返回蓝色
- Color(0,0,1,1)
- }
- }
- }
3.将纯色纹理,可以模糊放大几次,次数越多,边框就越宽,这里需要使用到一个像素偏移函数,Graphics.BlitMultiTap和一个Blur效果shader
- Shader "Custom/OutterLineBlur" {
- Properties {
- _MainTex ("", 2D) = "white" {}
- }
- Category {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Subshader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : POSITION;
- half4 uv[2] : TEXCOORD0;
- };
- float4 _MainTex_TexelSize;
- float4 _BlurOffsets;
- v2f vert (appdata_img v)
- {
- v2f o;
- float offX = _MainTex_TexelSize.x * _BlurOffsets.x;
- float offY = _MainTex_TexelSize.y * _BlurOffsets.y;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy-float2(offX, offY));
- o.uv[0].xy = uv + float2( offX, offY);
- o.uv[0].zw = uv + float2(-offX, offY);
- o.uv[1].xy = uv + float2( offX,-offY);
- o.uv[1].zw = uv + float2(-offX,-offY);
- return o;
- }
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 frag( v2f i ) : COLOR
- {
- fixed4 c;
- c = tex2D( _MainTex, i.uv[0].xy );
- c += tex2D( _MainTex, i.uv[0].zw );
- c += tex2D( _MainTex, i.uv[1].xy );
- c += tex2D( _MainTex, i.uv[1].zw );
- return c /2 ;
- }
- ENDCG
- }
- }
- }
- Fallback off
- }
4.将扩大后的纹理与原来的纹理,做一个对比,并依据原来纹理剔除掉中间部分,就只剩下一个边框纹理,这里需要使用一个剔除shader
- Shader "Custom/OutterLineCutoff" {
- Properties {
- _MainTex ("", 2D) = "white" {}
- }
- Category {
- BlendOp RevSub
- Blend One One
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Subshader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- sampler2D _MainTex;
- sampler2D _MainTex1;
- struct appdata
- {
- float4 vertex : POSITION;
- float4 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert (appdata v)
- {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
- half4 frag(v2f i) : COLOR
- {
- fixed4 c = tex2D(_MainTex, i.uv);
- return c;
- }
- ENDCG
- }
- }
- }
- FallBack "Diffuse"
- }
5.在主摄像机上,使用OnRenderImage函数,将得到的轮廓纯色纹理与摄像机的图像使用混合shader进行混合
- Shader "Custom/OutterLineComposer" {
- Properties {
- _MainTex ("", 2D) = "white" {}
- }
- Category {
- ZTest Always Cull Off ZWrite Off Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Subshader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : POSITION;
- half2 uv : TEXCOORD0;
- };
- v2f vert (appdata_img v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
- sampler2D _MainTex;
- fixed4 frag( v2f i ) : COLOR
- {
- return tex2D( _MainTex, i.uv );
- }
- ENDCG
- }
- }
- }
- Fallback off
- }
6.绑定在主摄像机的脚本
- using UnityEngine;
- using System.Collections;
- [ExecuteInEditMode]
- public class outline : MonoBehaviour {
- ///
- /// 辅助摄像机
- ///
- public Camera outlineCamera;
- #region 纯红色材质 solidColorMaterail
- public Shader solidColorShader;
- private Material m_solid=null;
- private Material solidMaterail
- {
- get
- {
- if (m_solid == null)
- {
- m_solid = new Material(solidColorShader);
- }
- return m_solid;
- }
- }
- #endregion
- #region 合并材质 compositeMaterial
- public Shader compositeShader;
- private Material m_composite=null;
- private Material compositeMaterial
- {
- get
- {
- if (m_composite == null)
- m_composite = new Material(compositeShader);
- return m_composite;
- }
- }
- #endregion
- #region 模糊材质 blurMaterial
- public Shader blurShader;
- private Material m_blur=null;
- private Material blurMaterial
- {
- get
- {
- if (m_blur == null)
- m_blur = new Material(blurShader);
- return m_blur;
- }
- }
- #endregion
- #region 剔除材质 cutoffShader
- public Shader cutoffShader;
- private Material m_cutoff=null;
- private Material cutoffMaterial
- {
- get
- {
- if (m_cutoff == null)
- m_cutoff = new Material(cutoffShader);
- return m_cutoff;
- }
- }
- #endregion
- ///
- /// 辅助摄像机渲染的RenderTexture
- ///
- private RenderTexture outlineRenderTex;
- ///
- /// 模糊扩大次数
- ///
- public int Iterations = 2;
- // Use this for initialization
- void Start () {
- outlineRenderTex = new RenderTexture((int)outlineCamera.pixelWidth, (int)outlineCamera.pixelHeight, 16);
- }
- // Update is called once per frame
- void Update () {
- }
- void OnPreRender()
- {
- outlineCamera.targetTexture = outlineRenderTex;
- outlineCamera.RenderWithShader(solidMaterail.shader, "");
- }
- void OnRenderImage(RenderTexture source, RenderTexture desture)
- {
- RenderTexture _renderTexture = RenderTexture.GetTemporary(outlineRenderTex.width, outlineRenderTex.height, 0);
- MixRender(outlineRenderTex,ref _renderTexture);
- Graphics.Blit(_renderTexture, desture, compositeMaterial);
- RenderTexture.ReleaseTemporary(_renderTexture);
- }
- void MixRender(RenderTexture in_outerTexture, ref RenderTexture _renderTexture)
- {
- RenderTexture buffer = RenderTexture.GetTemporary(in_outerTexture.width, in_outerTexture.height, 0);
- RenderTexture buffer2 = RenderTexture.GetTemporary(in_outerTexture.width, in_outerTexture.height, 0);
- Graphics.Blit(in_outerTexture, buffer);
- //多次模糊放大
- for (int i = 0; i < Iterations; i++)
- {
- FourTapCone(buffer, buffer2, i);
- Graphics.Blit(buffer2, buffer);
- }
- Graphics.Blit(in_outerTexture, buffer, cutoffMaterial);
- Graphics.Blit(buffer, _renderTexture);
- RenderTexture.ReleaseTemporary(buffer);
- RenderTexture.ReleaseTemporary(buffer2);
- }
- float Spread = 0.8f;
- public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
- {
- float off = 0.5f + iteration * Spread;
- Graphics.BlitMultiTap(source, dest, blurMaterial,
- new Vector2(off, off),
- new Vector2(-off, off),
- new Vector2(off, -off),
- new Vector2(-off, -off)
- );
- }
- }
7.具体效果如下,因为这里是在主摄像机设置的屏幕特效,他可以忽略掉所有的遮挡,这是优点也是弊端