JJBB/Assets/Project/Shader/AstroCharacter.shader

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2024-08-23 15:49:34 +08:00
Shader "Zhanyou/AstroCharacter"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_LightDir ("Light Direction", Vector) = (1, 1, 1, 0)
_LightColor ("Light Color", Color) = (1, 1, 1, 1)
_BlendColor ("Blend Color", Color) = (1, 1, 1, 1)
_Intensity ("Light Intensity", Float) = 1
_Emission ("Emission", Float) = 0.2
//_MinLuminance ("Min Luminance", Float) = 0.2
_Outline ("Outline Power", float) = 1
_OutlineColor ("Outline Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "Queue"="Transparent-100" "RenderType"="Transparent" "IgnoreProjector"="True" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Gles2Helper.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float nDotL : TEXCOORD1;
float rim : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _LightDir;
uniform half4 _LightColor;
uniform half4 _BlendColor;
uniform half _Intensity;
uniform half _Emission;
//uniform half _MinLuminance;
uniform half _Outline;
uniform half4 _OutlineColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.nDotL = dot(v.normal, normalize(_LightDir.xyz));
half3 objectViewDir = ObjSpaceViewDir(v.vertex);
TANGENT_SPACE_ROTATION;
o.rim = saturate(1 - normalize(MUL_3x3_WITH_VECTOR(rotation, objectViewDir)).z);
o.rim = pow(o.rim, _Outline);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//fixed luminance = Luminance(col.rgb);
//luminance = luminance * (1 - _MinLuminance) + _MinLuminance;
//col.rgb = luminance;
col *= _BlendColor;
col.rgb = col.rgb * _Emission + col.rgb * max(0, i.nDotL) * _LightColor * _Intensity;
col.rgb += _OutlineColor.rgb * _OutlineColor.a * i.rim;
return col;
}
ENDCG
}
}
}