Shader "Custom/OccTransVF"
{
Properties
{
_MainTex("Base (RGB)",2D) = "white"{}
_RimColor("RimColor",Color) = (0,1,1,1)
_RimPower("RimPower",Range(0.1,8.0)) = 3.0
}
SubShader
{
LOD 300
Tags { "Queue" = "Geometry +500" "RenderType" = "Opaque" }
Pass
{
Blend SrcAlpha One
ZWrite Off
Lighting Off
ztest greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _RimColor;
float _RimPower;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color:COLOR;
float4 normal:NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float4 color:COLOR;
} ;
v2f vert (appdata_t v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float rim = 1 - saturate(dot(viewDir,v.normal ));
o.color = _RimColor*pow(rim,_RimPower);
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
pass
{
ZWrite on
ZTest less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = v.texcoord;
return o;
}
float4 frag (v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex, i.uv);
return texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}
OccTransVF
最新推荐文章于 2017-10-22 21:04:09 发布