unity 等高线创建方法
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完整shader
Shader "SongShaderDemo/ContourLineOne"
{
Properties
{
_MainTex("Texture", 2D) = "white" {
}
_Linewide("Linewide",Range(0,5)) = 1
_ContourLine("ContourLine",Int) = 10
_Color("color",Color) = (1,1,1,1)
}
SubShader
{
Tags {
"RenderType" = "Transparent" "Queue" = "Transparent"}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Linewide;
fixed _ContourLine;
fixed4 _Color;
CBUFFER_END
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 curWorldpos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldPos = curWorldpos;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
if (i.worldPos.y%_ContourLine < _Linewide || _ContourLine - (i.worldPos.y%_ContourLine) < _Linewide)
{
return _Color;
}
else
{
return col;
}
}
ENDCG
}
}
}