unity-shader-xray

XRay

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Shader "Custom/XRay"
{
Properties
{
[Header(Base)]
[NoScaleOffset]_MainTex("MainTex", 2D) = "white"{}
_Color ("Color", Color) = (0,0,0,0)

[Space(10)]
[Header(XRay)]
_XRayColor ("XRay Color", Color) = (0,0,0,0)
}

SubShader
{
Pass
{
Tags {"Queue" = "Transparent"}
Blend One One
ZTest Greater
ZWrite Off

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

fixed4 _XRayColor;

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal :NORMAL;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
half3 worldNormal:TEXCOORD2;
};

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 c = 1;
fixed3 V = normalize(_WorldSpaceCameraPos - i.worldPos);
fixed3 N = normalize(i.worldNormal);
fixed VdotN = dot(V,N);
fixed fresnel = 2 * pow(1 - VdotN, 2);
c.rgb = fresnel * _XRayColor;

fixed v = frac(i.worldPos.y * 20 - _Time.y);
c.rgb *= v;
return c;
}

ENDCG
}

pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _Color;

struct appdata
{
float4 vertex :POSITION;
float4 uv :TEXCOORD;
};

struct v2f
{
float4 pos :SV_POSITION;
float4 uv :TEXCOORD;
};

v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.uv.xy;

return o;
}

fixed4 frag(v2f i):SV_TARGET
{
fixed4 c;
fixed4 tex = tex2D(_MainTex, i.uv.xy);
c = tex;
c *= _Color;

return c;
}

ENDCG
}
}
}

xray效果图