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Shader"OutLine/RedOutLine"{ Properties { _Switch("Value",Range(0,1)) = 0 _MainTex("Texture",2D) = "white"{} _BumpMap("Bumpmap",2D) = "bump" {} _RimColor("RimColor",Color) = (0.26,0.19,0.16,0.0) _RimPower("RimPower",Range(0.5,8.0)) = 3.0 } SubShader { Tags{ "RenderType" = "Opaque" } CGPROGRAM#pragma surface surf Lambert struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; sampler2D _MainTex; sampler2D _BumpMap; float4 _RimColor; float _RimPower; float _Switch; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); half rim = 0; if (_Switch != 0) { rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); } //saturate //限制值于[0,1]之间 o.Emission = _RimColor.rgb * pow(rim, _RimPower); } ENDCG } Fallback "Diffuse"}
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