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