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2025-01-25 04:38:09 +08:00

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Shader "Custom/LiquidBottle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("MainColor",Color) = (1, 1, 1, 1)
_TopColor("TopColor",Color) = (1, 1, 0, 1)
_FillMaxValue("FillMaxValue",float) = 4
_FillAmount("FillAmout",Range(0 , 1)) = 0
_EdgeWidth("EdgeWidth",Range(0 , 1)) = 0.2
_BottleWidth("BottleWidth",Range(0,1)) = 0.2
_BottleColor("BottleColor",Color) = (1,1,1,1)
_InsideColor("_InsideColor",Color) = (1, 1, 0, 1)
_ClipMaxLength("_ClipMaxLength",float) = 4
_ClipAmount("_ClipAmount",Range(0 , 1)) = 0
_EdgeWidth("_EdgeWidth",Range(0 , 1)) = 0.2
_EdgeColor("_EdgeColor",Color) = (1, 1, 0, 1)
_RimColor("RimColor",Color)=(1,1,1,1)
_RimWidth("RimWidth",float)=0.2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull OFF
AlphaToMask on
//ZWrite On
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile _GONBEST_MODEL_CLIP_ON
#include "UnityCG.cginc"
#include "../Include/Utility/WidgetUtilsCG.cginc"
#include "../Include/Base/MathCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
GONBEST_MODEL_CLIP_COORDS(2)
float3 viewDir : COLOR;
float3 normal : COLOR2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainColor;
float _FillMaxValue;
float _FillAmount;
float4 _TopColor;
//float _EdgeWidth;
float4 _RimColor;
float _RimWidth;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//UNITY_TRANSFER_FOG(o,o.vertex);
GONBEST_TRANSFER_MODEL_CLIP_Y(v,o);
o.normal=v.normal;
o.viewDir=GBNormalizeSafe(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag (v2f i,fixed facing : VFace) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _MainColor;
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
float dotProduct = 1-pow(dot(i.normal, i.viewDir),_RimWidth);
float4 rimCol=_RimColor*smoothstep(0.5,1,dotProduct);
/*
fixed4 edgeVal= step(i.fillEdge,0) - step(i.fillEdge,-_EdgeWidth);
fixed4 edgeCol= edgeVal *= _TopColor * 0.9;
fixed4 finalVal = step(i.fillEdge,0) ;//- edgeVal;
fixed4 finalCol = finalVal * col;
finalCol += edgeCol + rimCol;
fixed4 topCol= _TopColor * (edgeVal+finalVal);
*/
fixed4 finalColor = rimCol;
GONBEST_MODEL_CLIP_APPLY(i,facing,col,1,finalColor);
// float dotVal = 1- pow(dot(i.normal, i.viewDir),0.3);
// return float4(dotVal,dotVal,dotVal,1);
return finalColor;
}
ENDCG
}
/*
Pass
{
//Cull Front
Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 viewDir : COLOR;
float3 normal :NORMAL;
};
float4 _BottleColor;
float _BottleWidth;
float4 _RimColor;
float _RimWidth;
v2f vert (appdata v)
{
v2f o;
v.vertex.xyz+=v.normal.xyz*_BottleWidth;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
o.normal=v.normal.xyz;
o.viewDir=GBNormalizeSafe(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag (v2f i,fixed facing : VFace) : SV_Target
{
// sample the texture
fixed4 col = _BottleColor;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
float dotProduct = 1-pow(dot(i.normal, i.viewDir),_RimWidth);//1-pow(dot(i.normal, i.viewDir),_RimWidth/10);
float4 rimCol=_RimColor*smoothstep(0.2,1,dotProduct);
return rimCol;
}
ENDCG
}
*/
}
}