popcorn/Shader/3D/UnlitFadeRimTexture.shader

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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
}
}
}