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Copy pathToonRimLight.shader
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ToonRimLight.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RimLight"
{
Properties
{
[MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 //1
_MainTex ("Detail", 2D) = "white" {} //2
_ToonShade ("Shade", 2D) = "white" {} //3
[MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 //4
_Color ("Base Color", Color) = (1,1,1,1) //5
[MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6
_Brightness ("Brightness 1 = neutral", Float) = 1.0 //7
_XRayColor("XRay Color", Color) = (1,1,1,1) //8
}
Subshader
{
Tags { "RenderType"="Opaque" }
LOD 250
ZWrite On
Cull Back
Lighting Off
Fog { Mode Off }
//渲染X光效果的Pass
Pass
{
Blend SrcAlpha One
ZWrite Off
ZTest Greater
CGPROGRAM
#include "Lighting.cginc"
fixed4 _XRayColor;
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : normal;
float3 viewDir : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.viewDir = ObjSpaceViewDir(v.vertex);
o.normal = v.normal;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = normalize(i.normal);
float3 viewDir = normalize(i.viewDir);
float rim = 1 - dot(normal, viewDir);
return _XRayColor * rim;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass
{
Name "BASE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#pragma glsl_no_auto_normalization
#pragma multi_compile _TEX_OFF _TEX_ON
#pragma multi_compile _COLOR_OFF _COLOR_ON
#if _TEX_ON
sampler2D _MainTex;
half4 _MainTex_ST;
#endif
struct appdata_base0
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
#if _TEX_ON
half2 uv : TEXCOORD0;
#endif
half2 uvn : TEXCOORD1;
};
v2f vert (appdata_base0 v)
{
v2f o;
o.pos = UnityObjectToClipPos ( v.vertex );
float3 n = mul((float3x3)UNITY_MATRIX_IT_MV, normalize(v.normal));
normalize(n);
n = n * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
o.uvn = n.xy;
#if _TEX_ON
o.uv = TRANSFORM_TEX ( v.texcoord, _MainTex );
#endif
return o;
}
sampler2D _ToonShade;
fixed _Brightness;
#if _COLOR_ON
fixed4 _Color;
#endif
fixed4 frag (v2f i) : COLOR
{
#if _COLOR_ON
fixed4 toonShade = tex2D( _ToonShade, i.uvn )*_Color;
#else
fixed4 toonShade = tex2D( _ToonShade, i.uvn );
#endif
#if _TEX_ON
fixed4 detail = tex2D ( _MainTex, i.uv );
return toonShade * detail*_Brightness;
#else
return toonShade * _Brightness;
#endif
}
ENDCG
}
}
Fallback "Legacy Shaders/Diffuse"
}