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JJBB/Assets/Project/Shader/ParticleRimColor.shader
2024-08-23 15:49:34 +08:00

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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
}
}
}
}