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