Shader全息效果实现
发表于2018-12-05
项目需要模型在展示时,可以拥有类似全息投影的效果,类似一些科幻电影或者是高科技的场景。本文就给大家分享下shader全息效果的实现。
效果图

Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_DotProduct("Rim effect", Range(-1,1)) = 0.25
}
SubShader{
Tags{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf Lambert alpha:fade nolighting
sampler2D _MainTex;
fixed4 _Color;
float _DotProduct;
struct Input {
float2 uv_MainTex;
float3 worldNormal;
float3 viewDir;
};
//void surf(Input IN, inout SurfaceOutputStandard o) {
void surf(Input IN, inout SurfaceOutput o) {
float4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
float border = 1 - (abs(dot(IN.viewDir, IN.worldNormal)));
float alpha = (border * (1 - _DotProduct) + _DotProduct);
o.Alpha = c.a * alpha;
}
ENDCG
}
FallBack "Diffuse"
也可以作为边缘、轮廓的算法。
