源码 / Ch15/HoloWireframe.shader
Ch15/HoloWireframe.shader
// 全息线框:叠加混合(Blend One One)、双面、不写深度。 // 线框发光 + 菲涅尔填充 + 沿世界 Y 的扫描线;扫描线用 _Phase 控制,运行时再加上 _Time。 Shader "Cookbook/Ch15/HoloWireframe" { Properties { [HDR] _WireColor ("Wire Color", Color) = (0.3, 1.6, 2.4, 1) [HDR] _FillColor ("Fresnel Fill Color", Color) = (0.05, 0.3, 0.5, 1) _WireWidth ("Wire Width (pixels)", Range(0.5, 5)) = 1.2 _FresnelPower ("Fresnel Power", Range(0.5, 8)) = 2.5 _BackFade ("Back Face Fade", Range(0, 1)) = 0.35 _ScanDensity ("Scanline Density", Float) = 18 _ScanSpeed ("Scanline Speed", Float) = 0.6 _Phase ("Phase (for stills)", Float) = 0 } SubShader { Tags { "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" } Pass { Name "Holo" Tags { "LightMode"="UniversalForward" } Blend One One ZWrite Off Cull Off HLSLPROGRAM #pragma vertex NprVert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _WireColor, _FillColor; float _WireWidth, _FresnelPower, _BackFade, _ScanDensity, _ScanSpeed, _Phase; CBUFFER_END #include "Assets/Cookbook/Ch15/NPRCommon.hlsl" float WireFactor(float3 bary, float widthPixels) { float3 d = fwidth(bary); float3 a = smoothstep(d * (widthPixels - 0.5), d * (widthPixels + 0.5), bary); return 1.0 - min(a.x, min(a.y, a.z)); } half4 frag(NprVaryings i, FRONT_FACE_TYPE face : FRONT_FACE_SEMANTIC) : SV_Target { // 双面渲染时,背面的法线要翻过来,菲涅尔才对 float3 N = normalize(i.normalWS) * IS_FRONT_VFACE(face, 1.0, -1.0); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); half fresnel = pow(1.0h - saturate(dot(N, V)), _FresnelPower); float wire = WireFactor(i.color.rgb, _WireWidth); // 扫描线:世界 Y 方向的周期亮带;静帧用 _Phase,运行时随 _Time 移动 float t = _Time.y * _ScanSpeed + _Phase; half scan = pow(saturate(sin((i.positionWS.y - t) * _ScanDensity) * 0.5 + 0.5), 6); half3 col = _WireColor.rgb * wire + _FillColor.rgb * (fresnel + 0.15h * scan) + _WireColor.rgb * scan * 0.08h; col *= IS_FRONT_VFACE(face, 1.0, _BackFade); // 背面暗一些,增加层次 return half4(col, 1); } ENDHLSL } } }