73 lines
1.4 KiB
Plaintext
73 lines
1.4 KiB
Plaintext
|
Shader "Lean/Common/Object"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex("Main Tex", 2D) = "white" {}
|
||
|
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
|
||
|
_Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0)
|
||
|
_Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0)
|
||
|
_Rim("Rim", Float) = 1.0
|
||
|
_Shift("Shift", Float) = 1.0
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
Tags
|
||
|
{
|
||
|
"Queue" = "Geometry"
|
||
|
"PreviewType" = "Sphere"
|
||
|
"DisableBatching" = "True"
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex Vert
|
||
|
#pragma fragment Frag
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float4 _Color;
|
||
|
float4 _Color1;
|
||
|
float4 _Color2;
|
||
|
float _Rim;
|
||
|
float _Shift;
|
||
|
|
||
|
struct a2v
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 texcoord0 : TEXCOORD0;
|
||
|
float3 normal : NORMAL;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float3 normal : TEXCOORD1;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
struct f2g
|
||
|
{
|
||
|
float4 color : SV_TARGET;
|
||
|
};
|
||
|
|
||
|
void Vert(a2v i, out v2f o)
|
||
|
{
|
||
|
o.vertex = UnityObjectToClipPos(i.vertex);
|
||
|
o.uv = i.texcoord0;
|
||
|
o.normal = mul((float3x3)UNITY_MATRIX_IT_MV, i.normal);
|
||
|
o.color = i.color * _Color;
|
||
|
}
|
||
|
|
||
|
void Frag(v2f i, out f2g o)
|
||
|
{
|
||
|
float rim = _Shift - pow(saturate(1.0f - normalize(i.normal).z), _Rim);
|
||
|
|
||
|
o.color = tex2D(_MainTex, i.uv) * lerp(_Color1, _Color2, rim) * i.color;
|
||
|
}
|
||
|
ENDCG
|
||
|
} // Pass
|
||
|
} // SubShader
|
||
|
} // Shader
|