// 全息线框:叠加混合(Blend One One)、双面、不写深度。(GLSL 版,对应 Ch15/HoloWireframe.shader) // 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" { SubShader { Tags { "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" } Pass { Name "Holo" Tags { "LightMode"="UniversalForward" } Blend One One ZWrite Off Cull Off GLSLPROGRAM uniform vec4 _WireColor, _FillColor; uniform float _WireWidth, _FresnelPower, _BackFade, _ScanDensity, _ScanSpeed, _Phase; #define NPR_VARYINGS #include "Ch15/NPRCommon.glsl" #ifdef VERTEX void main() { NprVert(); } #endif #ifdef FRAGMENT float WireFactor(vec3 bary, float widthPixels) { vec3 d = fwidth(bary); vec3 a = smoothstep(d * (widthPixels - 0.5), d * (widthPixels + 0.5), bary); return 1.0 - min(a.x, min(a.y, a.z)); } //#region frag vec4 frag() { // 双面渲染时,背面的法线要翻过来,菲涅尔才对(HLSL 的 IS_FRONT_VFACE → gl_FrontFacing) vec3 N = normalize(normalWS) * (gl_FrontFacing ? 1.0 : -1.0); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); float fresnel = pow(1.0 - saturate(dot(N, V)), _FresnelPower); float wire = WireFactor(vertexColor.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; float scan = pow(saturate(sin((positionWS.y - t) * _ScanDensity) * 0.5 + 0.5), 6.0); vec3 col = _WireColor.rgb * wire + _FillColor.rgb * (fresnel + 0.15 * scan) + _WireColor.rgb * scan * 0.08; col *= gl_FrontFacing ? 1.0 : _BackFade; // 背面暗一些,增加层次 return vec4(col, 1.0); } //#endregion void main() { fragColor = frag(); } #endif ENDGLSL } } }