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
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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
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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 { /// <summary> /// 辅助摄像机 /// </summary> 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 /// <summary> /// 辅助摄像机渲染的RenderTexture /// </summary> private RenderTexture outlineRenderTex; /// <summary> /// 模糊扩大次数 /// </summary> 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