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PuAi 5trans park process simulation

yct 5 年之前
当前提交
4f32f6b636
共有 100 个文件被更改,包括 14582 次插入0 次删除
  1. 92 0
      .gitignore
  2. 8 0
      Assets/OutlineEffect.meta
  3. 9 0
      Assets/OutlineEffect/Demo.meta
  4. 二进制
      Assets/OutlineEffect/Demo/Bg.png
  5. 68 0
      Assets/OutlineEffect/Demo/Bg.png.meta
  6. 649 0
      Assets/OutlineEffect/Demo/Demo.unity
  7. 8 0
      Assets/OutlineEffect/Demo/Demo.unity.meta
  8. 27 0
      Assets/OutlineEffect/Readme.txt
  9. 8 0
      Assets/OutlineEffect/Readme.txt.meta
  10. 86 0
      Assets/OutlineEffect/VerticesOutline.mat
  11. 8 0
      Assets/OutlineEffect/VerticesOutline.mat.meta
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  14. 308 0
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  16. 308 0
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  17. 10 0
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  18. 8 0
      Assets/Scenes.meta
  19. 77 0
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  20. 8 0
      Assets/Scenes/New Material.mat.meta
  21. 5578 0
      Assets/Scenes/SampleScene.unity
  22. 7 0
      Assets/Scenes/SampleScene.unity.meta
  23. 二进制
      Assets/Scenes/TextureRect9838.png
  24. 110 0
      Assets/Scenes/TextureRect9838.png.meta
  25. 二进制
      Assets/Scenes/TextureRect9838.tif
  26. 110 0
      Assets/Scenes/TextureRect9838.tif.meta
  27. 77 0
      Assets/Scenes/elevator.mat
  28. 8 0
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  29. 78 0
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  30. 8 0
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  31. 77 0
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  32. 8 0
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  33. 77 0
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  34. 8 0
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  35. 78 0
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  36. 8 0
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  37. 77 0
      Assets/Scenes/transfer.mat
  38. 8 0
      Assets/Scenes/transfer.mat.meta
  39. 8 0
      Assets/Simple Vehicle Pack.meta
  40. 817 0
      Assets/Simple Vehicle Pack/Demo_scene.unity
  41. 8 0
      Assets/Simple Vehicle Pack/Demo_scene.unity.meta
  42. 9 0
      Assets/Simple Vehicle Pack/Materials.meta
  43. 76 0
      Assets/Simple Vehicle Pack/Materials/Bus_1.mat
  44. 8 0
      Assets/Simple Vehicle Pack/Materials/Bus_1.mat.meta
  45. 76 0
      Assets/Simple Vehicle Pack/Materials/Bus_2.mat
  46. 8 0
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  47. 76 0
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  48. 8 0
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  49. 76 0
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  50. 8 0
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  51. 9 0
      Assets/Simple Vehicle Pack/Materials/Mobile.meta
  52. 76 0
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  53. 8 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Bus_1.mat.meta
  54. 76 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Bus_2.mat
  55. 8 0
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  56. 76 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Cars_1.mat
  57. 8 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Cars_1.mat.meta
  58. 76 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Cars_2.mat
  59. 8 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Cars_2.mat.meta
  60. 76 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Road.mat
  61. 8 0
      Assets/Simple Vehicle Pack/Materials/Mobile/Road.mat.meta
  62. 9 0
      Assets/Simple Vehicle Pack/Models.meta
  63. 9 0
      Assets/Simple Vehicle Pack/Models/Materials.meta
  64. 76 0
      Assets/Simple Vehicle Pack/Models/Materials/Material #23.mat
  65. 8 0
      Assets/Simple Vehicle Pack/Models/Materials/Material #23.mat.meta
  66. 76 0
      Assets/Simple Vehicle Pack/Models/Materials/No Name.mat
  67. 8 0
      Assets/Simple Vehicle Pack/Models/Materials/No Name.mat.meta
  68. 二进制
      Assets/Simple Vehicle Pack/Models/bus.FBX
  69. 123 0
      Assets/Simple Vehicle Pack/Models/bus.FBX.meta
  70. 二进制
      Assets/Simple Vehicle Pack/Models/car_1.FBX
  71. 102 0
      Assets/Simple Vehicle Pack/Models/car_1.FBX.meta
  72. 二进制
      Assets/Simple Vehicle Pack/Models/car_2.FBX
  73. 102 0
      Assets/Simple Vehicle Pack/Models/car_2.FBX.meta
  74. 二进制
      Assets/Simple Vehicle Pack/Models/police_car.FBX
  75. 102 0
      Assets/Simple Vehicle Pack/Models/police_car.FBX.meta
  76. 二进制
      Assets/Simple Vehicle Pack/Models/road_4.FBX
  77. 97 0
      Assets/Simple Vehicle Pack/Models/road_4.FBX.meta
  78. 9 0
      Assets/Simple Vehicle Pack/Prefabs.meta
  79. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Bus_1.prefab
  80. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Bus_1.prefab.meta
  81. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Bus_2.prefab
  82. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Bus_2.prefab.meta
  83. 407 0
      Assets/Simple Vehicle Pack/Prefabs/Car_1.prefab
  84. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Car_1.prefab.meta
  85. 407 0
      Assets/Simple Vehicle Pack/Prefabs/Car_2.prefab
  86. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Car_2.prefab.meta
  87. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Car_3.prefab
  88. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Car_3.prefab.meta
  89. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Car_4.prefab
  90. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Car_4.prefab.meta
  91. 9 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile.meta
  92. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Bus_1.prefab
  93. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Bus_1.prefab.meta
  94. 406 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Bus_2.prefab
  95. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Bus_2.prefab.meta
  96. 407 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_1.prefab
  97. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_1.prefab.meta
  98. 407 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_2.prefab
  99. 8 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_2.prefab.meta
  100. 0 0
      Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_3.prefab

+ 92 - 0
.gitignore

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+Thumbs.db
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+*.pdb
+*.user
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+# Autogenerated Jetbrains Rider plugin
+[Aa]ssets/Plugins/Editor/JetBrains*
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+ExportedObj/
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+# Unity3D generated file on crash reports
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二进制
Assets/OutlineEffect/Demo/Bg.png


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+EN:
+The material is used to outline one model. There is just one shader, I will detail those parments:
+
+Outline Color : Outline's color
+
+Outline Factor : The lerp parment of vertice's direction and vertice's normal direction.
+
+Outline Width : Outline's width.
+
+Body Alpha : The body's alpha value, used to controll body's transparancy.
+
+中文:
+该材质能绘制模型边框,同时保持模型的透明度,不是基于后处理深度图的描边
+
+Unity AssetStore (免费) 下载链接:https://www.assetstore.unity3d.com/#!/content/86481
+
+支持Unity版本: Unity 5.6.0+
+
+Unity的相关Shader阐述如下:
+
+Outline Color : 描边的颜色
+
+Outline Factor : 订单方向和法向量方向的插值
+
+Outline Width : 边的宽度
+
+Body Alpha : 模型自身的透明度

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Assets/OutlineEffect/VerticesOutline_Always.shader

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+Shader "ModelEffect/VerticsOutline_Always"
+{
+	Properties {
+		_MainTex("Base (RGB)", 2D) = "white" {}
+		_OutlineFactor("Outline Factor", Range(0, 1)) = 0.5
+		_OutlineColor("Outline Color", Color) = (1,1,1,1)
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+		_BodyAlpha("Body Alpha", Range(0, 1)) = 1
+
+		_Stencil("Stencil ID", Int) = 16
+
+		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
+	}
+
+	SubShader {
+		Tags { 
+			"RenderType" = "Transparent"
+			"Queue" = "Transparent" 
+			"IgnoreProjector" = "True"
+		}
+		LOD 200
+
+		Pass {
+			Name "VerticsOutline_Outline_Stencil"
+
+			Cull Off
+			ZWrite Off
+			ZTest Always
+			ColorMask 0
+
+			Stencil {
+				Ref [_Stencil]
+				Comp Always
+				Pass Replace
+				ZFail Replace
+				ReadMask [_StencilReadMask]
+				WriteMask [_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o, o.vertex);
+
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = tex2D(_MainTex, i.texcoord);
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Outline_Face1"
+
+			Cull Off
+			ZWrite On
+			ZTest Always
+			ColorMask RGBA
+			
+			Stencil {
+				Ref [_Stencil]
+				Comp NotEqual
+				Pass Keep
+				ZFail Keep
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+			
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 2.0
+			#pragma multi_compile_fog
+
+			#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform fixed4 _OutlineColor;
+			uniform float _OutlineWidth;
+			uniform float _OutlineFactor;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				float3 caculateVec = lerp(normalize(v.vertex.xyz), normalize(v.normal), _OutlineFactor);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, caculateVec);
+				float2 offset = TransformViewToProjection(norm.xy);
+				o.vertex.xy += offset * o.vertex.z * _OutlineWidth;
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = _OutlineColor;
+
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Outline_Face2"
+
+			Cull Off
+			ZWrite On
+			ZTest Always
+			Blend SrcAlpha OneMinusSrcAlpha
+
+			Stencil {
+				Ref [_Stencil]
+				Comp NotEqual
+				Pass Keep
+				ZFail Keep
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform fixed4 _OutlineColor;
+			uniform float _OutlineWidth;
+			uniform float _OutlineFactor;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				float3 caculateVec = -lerp(normalize(v.vertex.xyz), normalize(v.normal), _OutlineFactor);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, caculateVec);
+				float2 offset = TransformViewToProjection(norm.xy);
+				o.vertex.xy += offset * o.vertex.z * _OutlineWidth;
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = _OutlineColor;
+
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Body"
+
+			Cull Back
+			ZWrite On
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGBA
+
+			Stencil {
+				Ref[_Stencil]
+				Comp Always
+				Pass Replace
+				ZFail Replace
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+					UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform float _BodyAlpha;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = tex2D(_MainTex, i.texcoord);
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+
+				return fixed4(col.rgb, _BodyAlpha);
+			}
+
+			ENDCG
+		}
+	}
+}

+ 10 - 0
Assets/OutlineEffect/VerticesOutline_Always.shader.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 9330b0c20a48fb24dbea1203a59f8df2
+timeCreated: 1519194786
+licenseType: Store
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 308 - 0
Assets/OutlineEffect/VerticesOutline_Normal.shader

@@ -0,0 +1,308 @@
+Shader "ModelEffect/VerticsOutline_Normal"
+{
+	Properties {
+		_MainTex("Base (RGB)", 2D) = "white" {}
+		_OutlineFactor("Outline Factor", Range(0, 1)) = 0.5
+		_OutlineColor("Outline Color", Color) = (1,1,1,1)
+		_OutlineWidth("Outline Width", Range(0, 10)) = 0.002
+		_BodyAlpha("Body Alpha", Range(0, 1)) = 1
+
+		_Stencil("Stencil ID", Int) = 16
+
+		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
+	}
+
+	SubShader {
+		Tags { 
+			"RenderType" = "Transparent"
+			"Queue" = "Transparent" 
+			"IgnoreProjector" = "True"
+		}
+		LOD 200
+
+		Pass {
+			Name "VerticsOutline_Outline_Stencil"
+
+			Cull Off
+			ZWrite Off
+			ZTest Always
+			ColorMask 0
+
+			Stencil {
+				Ref [_Stencil]
+				Comp Always
+				Pass Replace
+				ZFail Replace
+				ReadMask [_StencilReadMask]
+				WriteMask [_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o, o.vertex);
+
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = tex2D(_MainTex, i.texcoord);
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Outline_Face1"
+
+			Cull Off
+			ZWrite On
+			//ZTest Always
+			ColorMask RGBA
+			
+			Stencil {
+				Ref [_Stencil]
+				Comp NotEqual
+				Pass Keep
+				ZFail Keep
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+			
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 2.0
+			#pragma multi_compile_fog
+
+			#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform fixed4 _OutlineColor;
+			uniform float _OutlineWidth;
+			uniform float _OutlineFactor;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				float3 caculateVec = lerp(normalize(v.vertex.xyz), normalize(v.normal), _OutlineFactor);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, caculateVec);
+				float2 offset = TransformViewToProjection(norm.xy);
+				o.vertex.xy += offset * o.vertex.z * _OutlineWidth;
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = _OutlineColor;
+
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Outline_Face2"
+
+			Cull Off
+			ZWrite On
+			//ZTest Always
+			Blend SrcAlpha OneMinusSrcAlpha
+
+			Stencil {
+				Ref [_Stencil]
+				Comp NotEqual
+				Pass Keep
+				ZFail Keep
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				float3 normal : NORMAL;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform fixed4 _OutlineColor;
+			uniform float _OutlineWidth;
+			uniform float _OutlineFactor;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				float3 caculateVec = -lerp(normalize(v.vertex.xyz), normalize(v.normal), _OutlineFactor);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, caculateVec);
+				float2 offset = TransformViewToProjection(norm.xy);
+				o.vertex.xy += offset * o.vertex.z * _OutlineWidth;
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = _OutlineColor;
+
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+				return col;
+			}
+
+			ENDCG
+		}
+
+		Pass {
+			Name "VerticsOutline_Body"
+
+			Cull Back
+			ZWrite On
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGBA
+
+			Stencil {
+				Ref[_Stencil]
+				Comp Always
+				Pass Replace
+				ZFail Replace
+				ReadMask[_StencilReadMask]
+				WriteMask[_StencilWriteMask]
+			}
+
+			CGPROGRAM
+	#pragma vertex vert
+	#pragma fragment frag
+	#pragma target 2.0
+	#pragma multi_compile_fog
+
+	#include "UnityCG.cginc"
+
+			struct appdata_t {
+				float4 vertex : POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct v2f {
+				float4 vertex : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+					UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			uniform float _BodyAlpha;
+
+			v2f vert(appdata_t v)
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.vertex = UnityObjectToClipPos(v.vertex);
+
+				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+
+			fixed4 frag(v2f i) : SV_Target
+			{
+				fixed4 col = tex2D(_MainTex, i.texcoord);
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				UNITY_OPAQUE_ALPHA(col.a);
+
+				return fixed4(col.rgb, _BodyAlpha);
+			}
+
+			ENDCG
+		}
+	}
+}

+ 10 - 0
Assets/OutlineEffect/VerticesOutline_Normal.shader.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 146a0072811123b4bb35f95b34c5a05f
+timeCreated: 1519194786
+licenseType: Store
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/Scenes.meta

@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
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+ 77 - 0
Assets/Scenes/New Material.mat

@@ -0,0 +1,77 @@
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: New Material
+  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+  m_ShaderKeywords: 
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
+  disabledShaderPasses: []
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+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MainTex:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MetallicGlossMap:
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+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
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+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
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+    - _DetailNormalMapScale: 1
+    - _DstBlend: 0
+    - _GlossMapScale: 1
+    - _Glossiness: 0.5
+    - _GlossyReflections: 1
+    - _Metallic: 0
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+    - _OcclusionStrength: 1
+    - _Parallax: 0.02
+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
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+ 8 - 0
Assets/Scenes/New Material.mat.meta

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文件差异内容过多而无法显示
+ 5578 - 0
Assets/Scenes/SampleScene.unity


+ 7 - 0
Assets/Scenes/SampleScene.unity.meta

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Assets/Simple Vehicle Pack/Prefabs/Mobile/Car_3.prefab


部分文件因为文件数量过多而无法显示