59 lines
1.7 KiB
Plaintext
59 lines
1.7 KiB
Plaintext
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UsayaLib/3D/Rim/TextureRimAdditive" {
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Properties {
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_MainTex ("Texture", 2D ) = "white" {}
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_Color ("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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"RenderType"="Transparent"
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}
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Pass {
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Blend One One
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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float3 viewDir : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata_full v){
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
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o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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return o;
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}
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fixed4 _Color;
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fixed _RimEffect;
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fixed4 frag(v2f i) : COLOR {
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float t = tex2D(_MainTex, i.uv);
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float val = 1 - abs(dot(i.viewDir, i.normal)) * _RimEffect;
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return _Color * _Color.a * val * val * t;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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