Shader "UsayaLib/3D/Unlit/FadeRimTexture" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Texture Color", Color) = (1, 1, 1, 1) [KeywordEnum(Multiply, Additive)] _RimBlendMode("Rim Blend Mode", Int) = 0 _RimColor ("Rim Color", Color) = (1, 1, 1, 1) _Size ("Size", Range(0, 1)) = 0.5 _Add ("Add", Range(0, 1)) = 0 _Magnification ("Magnification", float) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile _RIMBLENDMODE_MULTIPLY _RIMBLENDMODE_ADDITIVE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float4 color : TEXCOORD0; float2 uv : TEXCOORD1; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _RimColor; float _Size; float _Add; float _Magnification; v2f vert(appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); float rim = 1 - saturate(dot(viewDir, v.normal) - _Add); o.color = smoothstep(1 - _Size, 1.0, rim) * _RimColor * _Magnification; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv) * _Color; #ifdef _RIMBLENDMODE_ADDITIVE color.rgb += i.color.rgb * i.color.a; #else color.rgb = color.rgb * (1 - i.color.a) + i.color.rgb * i.color.a; #endif UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } } }