65 lines
2.1 KiB
Plaintext
65 lines
2.1 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
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// Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'
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Shader "Mobhero/RimLight" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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_RimColor ("Rim Color", Color) = (1, 1, 1, 1)
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_RimWidth ("Rim Width", Float) = 0.7
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}
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SubShader {
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Pass {
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Lighting Off
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//ZWrite Off
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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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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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fixed3 color : COLOR;
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};
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uniform float4 _MainTex_ST;
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uniform fixed4 _RimColor;
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float _RimWidth;
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v2f vert (appdata_base v) {
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
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float dotProduct = 1 - dot(v.normal, viewDir);
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o.color = smoothstep(1 - _RimWidth, 1.0, dotProduct);
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o.color *= _RimColor;
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// o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv = v.texcoord.xy;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed4 _Color;
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fixed4 frag(v2f i) : COLOR {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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texcol *= _Color;
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texcol.rgb += i.color;
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return texcol;
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}
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ENDCG
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}
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}
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} |