EscapeShooter/My project/Assets/Project Files/Game/Shaders/Watermelon Shader/Includes/Rim.hlsl

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687 B
HLSL

#ifndef W_RIM
#define W_RIM
#ifdef RIM_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Includes/Lighting.hlsl"
#include "Includes/RimLighting.hlsl"
#endif
#ifdef RIM_ON
half4 _RimColor;
half _RimMin;
half _RimMax;
half _DirRim;
#endif
void GetRim(inout half4 color, v2f input)
{
#ifdef RIM_ON
half4 dirRim = half4(RimDirLightingHalf(_RimMin, _RimMax, _RimColor, input.viewDir, input.normWorld, input.worldPos), 0);
half4 rim = half4(RimLightingHalf(_RimMin, _RimMax, _RimColor, input.viewDir, input.normWorld), 0);
color += lerp(rim, dirRim, _DirRim);
#endif
}
#endif