Shader "UsayaLib/3D/Unlit/UVScrollAdditiveRimAdditive" { Properties { _TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) _MainTex ("Base (RGB)", 2D) = "white" { } _ScrollX ("Scroll X", float) = 0 _ScrollY ("Scroll Y", float) = 0 _RimColor ("Rim color", Color) = (1, 1, 1, 1) _RimEffect ("Rim effect", Range(0, 1)) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha One Cull Off ZWrite Off Fog { Mode Off } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" fixed4 _TintColor; sampler2D _MainTex; float4 _MainTex_ST; float _ScrollX; float _ScrollY; fixed4 _RimColor; fixed _RimEffect; struct appdata_t { float4 vertex: POSITION; float4 texcoord: TEXCOORD0; fixed4 color: COLOR; float3 normal : NORMAL; }; struct v2f { float4 vertex: SV_POSITION; float2 texcoord: TEXCOORD0; float3 viewDir : TEXCOORD1; fixed4 color: COLOR; float3 normal : NORMAL; UNITY_FOG_COORDS(1) }; v2f vert(appdata_t v){ v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord.x = o.texcoord.x + _ScrollX * _Time.y; o.texcoord.y = o.texcoord.y + _ScrollY * _Time.y; o.viewDir = normalize(ObjSpaceViewDir(v.vertex)); o.color = 2.0 * v.color * _TintColor; o.normal = UnityObjectToWorldNormal(v.normal); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag(v2f i): SV_Target { fixed4 col = i.color * tex2D(_MainTex, i.texcoord); float val = 1 - abs(dot(i.viewDir, i.normal)) * _RimEffect; fixed4 rim = _RimColor * _RimColor.a * val * val; col += rim; UNITY_APPLY_FOG_COLOR(i.fogCoord, col, (fixed4)0); return col; } ENDCG } } Fallback off }