shader知識:
http://imgtec.eetrend.com/blogs/%E5%A2%A8%E5%8D%8A%E6%88%90%E9%9C%9C

最終效果
Shader "Learning Unity Shader/Lecture 14/Surface Rim Shader"
{
//-----------------------------------【屬性 || Properties】------------------------------------------
Properties
{
//主顏色 || Main Color
_MainColor("【主顏色】Main Color", Color) = (0.5,0.5,0.5,1)
//漫反射紋理 || Diffuse Texture
_MainTex("【紋理】Texture", 2D) = "white" {}
//凹凸紋理 || Bump Texture
_BumpMap("【凹凸紋理】Bumpmap", 2D) = "bump" {}
//邊緣發(fā)光顏色 || Rim Color
_RimColor("【邊緣發(fā)光顏色】Rim Color", Color) = (0.17,0.36,0.81,0.0)
//邊緣發(fā)光強(qiáng)度 ||Rim Power
_RimPower("【邊緣顏色強(qiáng)度】Rim Power", Range(0.6,36.0)) = 8.0
//邊緣發(fā)光強(qiáng)度系數(shù) || Rim Intensity Factor
_RimIntensity("【邊緣顏色強(qiáng)度系數(shù)】Rim Intensity", Range(0.0,100.0)) = 1.0
}
//----------------------------------【子著色器 || SubShader】---------------------------------------
SubShader
{
//渲染類型為Opaque,不透明 || RenderType Opaque
Tags
{
"RenderType" = "Opaque"
}
//-------------------------開啟CG著色器編程語言段 || Begin CG Programming Part----------------------
CGPROGRAM
//【1】聲明使用蘭伯特光照模式 ||Using the Lambert light mode
#pragma surface surf Lambert
//【2】定義輸入結(jié)構(gòu) || Input Struct
struct Input
{
//紋理貼圖 || Texture
float2 uv_MainTex;
//法線貼圖 || Bump Texture
float2 uv_BumpMap;
//觀察方向 || Observation direction
float3 viewDir;
};
//【3】變量聲明 || Variable Declaration
//邊緣顏色
float4 _MainColor;
//主紋理
sampler2D _MainTex;
//凹凸紋理
sampler2D _BumpMap;
//邊緣顏色
float4 _RimColor;
//邊緣顏色強(qiáng)度
float _RimPower;
//邊緣顏色強(qiáng)度
float _RimIntensity;
//【4】表面著色函數(shù)的編寫 || Writing the surface shader function
void surf(Input IN, inout SurfaceOutput o)
{
//表面反射顏色為紋理顏色
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb*_MainColor.rgb;
//表面法線為凹凸紋理的顏色
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
//邊緣顏色
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
//計算出邊緣顏色強(qiáng)度系數(shù)
o.Emission = _RimColor.rgb * pow(rim, _RimPower)*_RimIntensity;
}
//-------------------結(jié)束CG著色器編程語言段 || End CG Programming Part------------------
ENDCG
}
//后備著色器為普通漫反射 || Fallback use Diffuse
Fallback "Diffuse"
}