Shader "Zhanyou/Particles/RimColor" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _InnerColor ("Inner Color", Color) = (0.5,0.5,0.5,0.5) _InnerColorPower ("Inner Color Power", Range(0.0,1.0)) = 0.5 _RimPower ("Rim Power", Range(0.0,5.0)) = 2.5 _AlphaPower ("Alpha Rim Power", Range(0.0,8.0)) = 4.0 _AllPower ("All Power", Range(0.0, 10.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB //Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" fixed4 _TintColor; fixed4 _InnerColor; half _InnerColorPower; half _RimPower; half _AlphaPower; half _AllPower; struct appdata_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; UNITY_FOG_COORDS(2) }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.worldNormal = UnityObjectToWorldNormal(v.normal);//normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { half3 worldNormal = i.worldNormal; half3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); half rim = 1.0 - saturate(dot (viewDir, worldNormal)); fixed4 col = _TintColor * i.color; col.rgb = col.rgb * pow(rim, _RimPower) * _AllPower + _InnerColor.rgb * 2 * _InnerColorPower; col.a *= pow (rim, _AlphaPower) * _AllPower; UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode return col; } ENDCG } } } }