123 lines
2.9 KiB
Plaintext
123 lines
2.9 KiB
Plaintext
Shader "Ares/SpecialEffect/TwoPassReflection"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "Queue"="Geometry" }
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//LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return float4(col.xyz,0);
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}
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ENDCG
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}
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Pass
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{
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/*
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Stencil {
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Ref 1 //0-255
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Comp Equal //default:always
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Pass keep //default:keep
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Fail keep //default:keep
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ZFail keep //default:keep
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}
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*/
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Blend SrcAlpha OneMinusSrcAlpha
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//ZTest Always
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Cull front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "../../Gonbest/Include/Utility/VertexUtilsCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 normal: NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float h:TEXCOORD1;
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UNITY_FOG_COORDS(2)
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.h = -v.vertex.x;
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v.vertex.x = Mirror(v.vertex,float3(1,0,0.0),float3(2.1,0,0.0));
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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col.a = saturate((0.5-i.h)/2);
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return col;
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}
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ENDCG
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}
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}
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} |