Shader"Unlit/01"
{
Properties
{
//_MainColor("MainColor",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "" {}
_Emiss("Emiss", Float) = 1.0
_RimPower("RimPower",float)=1.0
//_Cutout("Cutout",Range(-0.1,1.1))=0.0
_Speed("Speed",Vector)=(1,1,0,0)
//_NoiseTex("Noise Tex",2D)="white"{}
_MainColor("Main Color",Color)=(1,1,1,1)
//[Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", float) = 2
}
SubShader
{
Tags { "Queue"="Transparent" }
Pass
{
// LOD 100
ZWrite off
Blend SrcAlpha One
//Cull [_CullMode]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
half2 texcoord0 : TEXCOORD0;
half4 color : COLOR;
half3 normal : NORMAL;
//half4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 normal_world : TEXCOORD1;
// float3 pos_local : TEXCOORD1;
float3 pos_uv : TEXCOORD3;
float3 view_world : TEXCOORD2;
};
float4 vert(float4 v : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(v);
}
//float4 _color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutout;
float4 _Speed;
sampler2D _NoiseTex;
float4 _NoiseMap_ST;
//float4 _MainColor;
float4 _MainColor;
float _Emiss;
float _RimPower;
v2f vert(appdata v)
{
v2f o;
//float4 pos_world = mul(unity_ObjectToWorld, v.vertex);
//float4 pos_view = mul(UNITY_MATRIX_V, pos_world);
//float4 pos_clip = mul(UNITY_MATRIX_P, pos_view);
//o.pos = pos_clip;
//o.uv = v.texcoord0 * _MainTex_ST.xy + _MainTex_ST.zw;
//o.pos_uv = pos_world.xz * _MainTex_ST.xy + _MainTex_ST.zw;
//o.normal = v.normal;
//o.uv.zw = v.texcoord0 * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
// o.pos_local = v.vertex.xyz;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal_world = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz);
float3 pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
o.view_world = normalize(_WorldSpaceCameraPos.xyz - pos_world);
o.uv.xy = v.texcoord0 * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//half col = tex2D(_MainTex, i.uv) * _MainColor;
//half col = tex2D(_MainTex, i.uv + _Time.y * _Speed.xy).r;
//half4 col = float4(i.uv, 0.0, 0.0);
//half noise = tex2D(_NoiseTex, i.uv + _Time.y * _Speed.zw).r;
//clip(col - noise-_Cutout);
//half3 col = _MainColor.xyz * _Emiss;
//half alpha = saturate(tex2D(_MainTex, i.uv).r * _MainColor.a * _Emiss);
float3 normal_world = normalize(i.normal_world);
float3 view_world = normalize(i.view_world);
float NdotV = saturate(dot(normal_world, view_world));
float3 col = _MainColor.xyz * _Emiss;
float fresnel = pow((1.0 - NdotV), _RimPower);
float alpha = saturate((1.0 - NdotV) * _Emiss);
return float4(col, alpha);
}
ENDCG
}
}
}