Shader "Bamboo/RimLight" { Properties { _MainTex ("Texture", 2D) = "white" {} _RimColor ("Rim Color", color) = (1.0, 0, 0, 1.0) _RimPower ("Rim Power", Range(0.0001, 3.0)) = 1.0 _RimIntensity ("Rim Intensity", Range(0, 100.0)) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldNormal : TEXCOORD1; float3 worldViewDir : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _RimColor; half _RimPower; float _RimIntensity; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldViewDir = WorldSpaceViewDir(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldViewDir = normalize(i.worldViewDir); fixed4 diffuse = tex2D(_MainTex, i.uv); // powÆðË¥¼õ×÷Óà fixed4 rimLight = _RimColor * pow(saturate(1.0 - dot(worldNormal, worldViewDir)), 1.0 / _RimPower) * _RimIntensity; //fixed4 rimLight = _RimColor * saturate(1.0 - dot(worldNormal, worldViewDir)) * _RimIntensity; fixed3 color = diffuse.rgb + rimLight; return fixed4(color, 1.0); } ENDCG } } }