Shader "UsayaLib/3D/Unlit/RimTexture" { 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 } 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; float3 normal : TEXCOORD0; float2 uv : TEXCOORD1; float4 posWorld : TEXCOORD2; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _RimColor; float _Size; v2f vert(appdata v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.posWorld = mul(unity_ObjectToWorld, v.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 color = tex2D(_MainTex, i.uv) * _Color; float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float rim = 1 - saturate(dot(viewDir, i.normal)); float4 c = step(1 - _Size, rim) * _RimColor; #ifdef _RIMBLENDMODE_ADDITIVE color.rgb += c.rgb * c.a; #else color.rgb = color.rgb * (1 - c.a) + c.rgb * c.a; #endif UNITY_APPLY_FOG(i.fogCoord, color); return color; } ENDCG } } }