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",Int) = 1
		_ContourLine("ContourLine",Int) = 10
		[HDR]_Color("color",Color) = (1,1,1,1)   //颜色,一般用fixed4
	}
		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;
					float3 normal : NORMAL;
				};

				struct v2f
				{
					float2 uv : TEXCOORD0;
					float4 vertex : SV_POSITION;
					float3 worldPos : TEXCOORD1;
					float slope : TEXCOORD2;
				};
				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);
					o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
					return o;
				}

				fixed4 frag(v2f i) : SV_Target
				{
					fixed4 col = tex2D(_MainTex, i.uv);
					float smooth = step( -_Linewide, lerp(1, 0, i.worldPos.y % _ContourLine));
					return smooth* _Color + col;
				}
				ENDCG
			}
		}
}
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