统一剪影着色器

Unity Silhouette Shader

有谁知道免费的 Unity/ShaderLAB 这只是默认的 sprite 着色器,但是当你走到某个东西后面并且再也看不到玩家,或者只是其中的一部分时,它会显示一个完全不透明的,一种覆盖一切的颜色轮廓。

它应该看起来像这样:http://i.stack.imgur.com/iByV7.png(来自泰坦之魂)

您可以将此着色器应用于您的播放器对象。对于它绘制的每个像素,它将用 1 标记模板标志。

Shader "Custom/StencilHole" { //also used for silhouetted objects
Properties {}
SubShader {
    // Write the value 1 to the stencil buffer
    Stencil
    {
        Ref 1
        Comp Always
        Pass Replace
    }
    Tags { "Queue" = "Geometry-1" }  // Write to the stencil buffer before drawing any geometry to the screen
    ColorMask 0 // Don't write to any colour channels
    ZWrite Off // Don't write to the Depth buffer
    Pass {}
} 
FallBack "Diffuse"
}

然后您可以在 "tinted glass" 上使用下面的着色器。它检查每个像素的模板值:如果等于 1,则使用轮廓颜色(样本中为黑色),否则为主要颜色(样本中为灰色)和纹理(样本中为 none)的组合).注意:只有应用了 ABOVE 着色器的对象才会被剪影 - 因此您可以选择使玻璃颜色透明并允许,比如.. 地面花朵,显示出来。

Shader "GUI/silhouetteStencil" 
{

    Properties {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
        _silhouetteColor ("silhouette Color", Color) = (0,1,0,1)
    }

    SubShader {
        Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" }
        Lighting On Cull back ZWrite Off Fog { Mode Off }
        Blend SrcAlpha OneMinusSrcAlpha

        Pass 
        {
            // Only render texture & color into pixels when value in the stencil buffer is not equal to 1.
            Stencil 
            {
                Ref 1
                Comp NotEqual
            }
            ColorMaterial AmbientAndDiffuse
            SetTexture [_MainTex] 
            {
                constantColor [_Color]
                combine texture * constant
            }
        }

        Pass
        {
            // pixels whose value in the stencil buffer equals 1 should be drawn as _silhouetteColor
            Stencil {
              Ref 1
              Comp Equal
            }
            SetTexture [_MainTex] 
            {
                constantColor [_silhouetteColor]
                combine constant
            }

        }
    }
}