86 lines
1.7 KiB
Plaintext
86 lines
1.7 KiB
Plaintext
Shader "Custom/Ill_RimLight"
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{
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Properties{
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_Color("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor("Rim Color", Color) = (0,0,0,1)
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_Outline("Rim width", Range(.002, 0.03)) = .005
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_MainTex("Base (RGB)", 2D) = "white" { }
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_Illum("Illumin (A)", 2D) = "white" { }
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_EmissionLM("Emission (Lightmapper)", Float) = 0
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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 200
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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sampler2D _Illum;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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float2 uv_Illum;
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};
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void surf(Input IN, inout SurfaceOutput o) {
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fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
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fixed4 c = tex * _Color;
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o.Albedo = c.rgb;
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o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
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o.Alpha = c.a;
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}
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ENDCG
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Pass
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{
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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float _Outline;
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fixed4 _OutlineColor;
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v2f vert(appdata v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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float2 offset = TransformViewToProjection(norm.xy);
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o.pos.xy += offset * o.pos.z * _Outline;
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR { return i.color; }
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ENDCG
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}
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}
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Fallback "Self-Illumin/VertexLit"
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} |