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。
                    
