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 } } }