//1. Transparent
//2. Rim
//3. Intersection Highlight
Shader "Kaima/Depth/ForceField"
{
Properties
{
_MainColor("Main Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(0, 1)) = 1
_IntersectionPower("Intersect Power", Range(0, 1)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldViewDir : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float eyeZ : TEXCOORD3;
float2 uv : TEXCOORD4;
};
sampler2D _CameraDepthTexture;
fixed4 _MainColor;
float _RimPower;
float _IntersectionPower;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldDir(v.normal);
o.worldViewDir = UnityWorldSpaceViewDir(worldPos);
o.screenPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.eyeZ);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldNormal = normalize(i.worldNormal);
float3 worldViewDir = normalize(i.worldViewDir);
float rim = 1 - saturate(dot(worldNormal, worldViewDir)) * _RimPower;
float screenZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
float intersect = (1 - (screenZ - i.eyeZ)) * _IntersectionPower;
float v = max (rim, intersect);
return _MainColor * v;
}
ENDCG
}
}
}
Unity-Shader-全息
最新推荐文章于 2023-11-13 08:55:26 发布