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2025-05-18 01:04:31 +08:00
Shader "Unlit/Cha"
{
Properties
{
_MainTex("Main", 2D) = "white" {}
_Thred("Edge Thred" , Range(0.01,1)) = 0.25
_Range("Edge Range" , Range(1,10)) = 1
_Pow("Edge Intensity",Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
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;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
//UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
float3 vdotn : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Thred;
float _Range;
float _Pow;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)).xyz - v.vertex);
o.vdotn = dot(viewDir, v.normal);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 mainTex = tex2D(_MainTex, i.uv);
fixed4 col = mainTex;// fixed4(blend, blend, blend, 1);//*mainTex;
fixed edge = pow(i.vdotn, 1) / _Range;
edge = edge > _Thred ? 1 : edge;
edge = pow(edge, _Pow);
fixed4 edgeColor = fixed4(edge, edge, edge, edge);
col = edgeColor * (1 - edgeColor.a) + col * (edgeColor.a);
// sample the texture
//fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}