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