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XRay.shader
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XRay.shader
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Shader "Custom/XRay"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_OutlineThreshold ("Outline Threshold", Float) = 1
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
ZTest Less
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
Zwrite Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows keepalpha
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 viewDir;
};
half _Glossiness;
half _Metallic;
half _OutlineThreshold;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = o.Albedo;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = step(_OutlineThreshold, 1 - dot(IN.viewDir, IN.worldNormal));
}
ENDCG
}
FallBack "Diffuse"
}