81 lines
1.7 KiB
Plaintext
81 lines
1.7 KiB
Plaintext
![]() |
Shader "Unlit/Cha"
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{
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Properties
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{
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_MainTex("Main", 2D) = "white" {}
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_Thred("Edge Thred" , Range(0.01,1)) = 0.25
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_Range("Edge Range" , Range(1,10)) = 1
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_Pow("Edge Intensity",Range(0,10)) = 1
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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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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float3 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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//UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD1;
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float3 vdotn : TEXCOORD2;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Thred;
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float _Range;
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float _Pow;
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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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o.worldPos = UnityObjectToClipPos(v.vertex);
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float3 viewDir = normalize(mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)).xyz - v.vertex);
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o.vdotn = dot(viewDir, v.normal);
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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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fixed4 mainTex = tex2D(_MainTex, i.uv);
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fixed4 col = mainTex;// fixed4(blend, blend, blend, 1);//*mainTex;
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fixed edge = pow(i.vdotn, 1) / _Range;
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edge = edge > _Thred ? 1 : edge;
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edge = pow(edge, _Pow);
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fixed4 edgeColor = fixed4(edge, edge, edge, edge);
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col = edgeColor * (1 - edgeColor.a) + col * (edgeColor.a);
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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 col;
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}
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ENDCG
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}
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}
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}
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