在Unity3D中,我尝试渲染生物并在选定生物时显示轮廓。
该生物可以很好地表现:
我下载了Outline Shader on Github并将其作为第二种材料应用于我的网格:
展开后的材料如下所示:
但是,结果根本不符合预期:
在不了解材质和着色器的情况下,我尝试摆弄一下,发现如果将标准材质的“渲染模式”更改为透明,效果会很好:
但是现在,仅此生物就以一种奇怪的方式渲染了肢体与身体重叠的情况:
实现我想做的正确方法是什么?您是否有资源可供我阅读?
答案 0 :(得分:2)
设置问题是渲染队列。透明对象在不透明对象之后渲染,因此您的轮廓仅绘制在生物的顶部。如果要更改渲染顺序,则必须将带有轮廓的对象视为“特殊”不透明对象(例如,绘制普通对象,绘制轮廓,绘制生物)。
以下是几种选择:
Cull Front
-此着色器基本上是在原始对象(如外壳)上绘制对象的较大副本。剔除前端使之吸引对象后面的外壳,而不是前端。 以下是着色器的修改版本(已删除第二个颜色传递和表面着色器传递,因为您不使用它们)。这是模板缓冲区选项。如果要尝试另一个,请删除第一遍,第二遍中的模板块,然后将Cull Back
替换为Cull Front
。
Shader "Outlined/UltimateOutline"
{
Properties
{
_Color("Main Color", Color) = (0.5,0.5,0.5,1)
_FirstOutlineColor("Outline color", Color) = (1,0,0,0.5)
_FirstOutlineWidth("Outlines width", Range(0.0, 2.0)) = 0.15
_Angle("Switch shader on angle", Range(0.0, 180.0)) = 89
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float4 normal : NORMAL;
};
uniform float4 _FirstOutlineColor;
uniform float _FirstOutlineWidth;
uniform float4 _Color;
uniform float _Angle;
ENDCG
SubShader{
Pass {
Tags{ "Queue" = "Transparent-1" "IgnoreProjector" = "True" }
ZWrite Off
Stencil {
Ref 1
Comp always
Pass replace
}
ColorMask 0
}
//First outline
Pass{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil {
Ref 1
Comp NotEqual
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back //Replace this with Cull Front for option 1
CGPROGRAM
struct v2f {
float4 pos : SV_POSITION;
};
#pragma vertex vert
#pragma fragment frag
v2f vert(appdata v) {
appdata original = v;
float3 scaleDir = normalize(v.vertex.xyz - float4(0,0,0,1));
//This shader consists of 2 ways of generating outline that are dynamically switched based on demiliter angle
//If vertex normal is pointed away from object origin then custom outline generation is used (based on scaling along the origin-vertex vector)
//Otherwise the old-school normal vector scaling is used
//This way prevents weird artifacts from being created when using either of the methods
if (degrees(acos(dot(scaleDir.xyz, v.normal.xyz))) > _Angle) {
v.vertex.xyz += normalize(v.normal.xyz) * _FirstOutlineWidth;
}
else {
v.vertex.xyz += scaleDir * _FirstOutlineWidth;
}
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR{
return _FirstOutlineColor;
}
ENDCG
}
}
Fallback "Diffuse"
}