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RimLight.shader
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RimLight.shader
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Shader "Custom/RimLight" {
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_ShineScale ("Shine Scale", float) = 0.0
_ShineScaleSpeed ("Shine Scale Speed", float) = 2.5
_ShinePower ("Shine Power", Range(0.0,8.0)) = 0.1
_ShineColor ("Shine Color", Color) = (1.0, 0.0, 0.0, 1.0)
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_CurrentTime("Current Time", float) = 0.0
_RimLightToggle("Rim Light Toggle", float) = 1.0
_MaxValue("Max Value", float) = 1.0
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Opaque"
}
Pass
{
Cull off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _ShineScale;
float _ShinePower;
fixed4 _ShineColor;
fixed4 _Color;
fixed4 _DebugColor;
float _CurrentTime;
float _ShineScaleSpeed;
float _RimLightToggle;
float _MaxValue;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
_ShineScale = lerp(_ShineScale, 0.0, clamp( _ShineScaleSpeed*(_Time.y - _CurrentTime), 0.0, _MaxValue)) ;
o.color = _ShineScale * pow(1 - saturate(dot( normalize(viewDir), v.normal)), _ShinePower) * _ShineColor;
return o;
}
fixed4 frag (v2f IN) : COLOR
{
_Color = lerp(_Color, fixed4(1.0,1.0,1.0,1.0), clamp( _Time.y - _CurrentTime, 0.0, _MaxValue )) ;
fixed4 col = _Color*tex2D(_MainTex, IN.texcoord) + _RimLightToggle * IN.color;
return col;
}
ENDCG
}
}
SubShader
{
Pass
{
//Tags { "Queue" = "Transparent" }
//ZWrite Off
Lighting Off
Cull Off
SetTexture [_MainTex]
{
combine texture
}
}
}
}