Project_WL/Assets/ThirdParty/Rob Reijnen/SilhouetteRadarShader/Shaders/GhostSmoothClipping.shader

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2024-12-15 01:39:39 +00:00
Shader "RadarShaders/Ghost Smooth clipping (beta)" {
Properties{
[Toggle]_UseFalloff("Smooth Falloff", Float) = 0
_SmoothClipping("Smooth clipping border", Range(0 , 2)) = 0
_RimFalloff("Rim Falloff", Range(1,10)) = 2
_RimWidth("Rim Width", Range(0,1)) = 0.1
_ColorMap("Color (RGB)", 2D) = "white" {}
_NoiseMap("Noise (RGB)", 2D) = "white" {}
_RimColor("Rim Color",Color) = (0.0,0.0,0,1)
_RimSecondaryColor("Secondary Rim Color",Color) = (0.0,0.0,0,1)
_EmissionColor("EmissionColor",Color) = (0.0,0.0,0,0.0)
_EmissionMap("Emission (RGB)", 2D) = "white" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "False" "RenderType" = "Transparent" }
LOD 200
ZTest LEqual
Zwrite Off
// extra pass that renders to depth buffer only
Pass{
ZWrite Off
ColorMask 0
}
CGPROGRAM
#pragma surface surf BlinnPhong alpha:fade keepalpha
#pragma target 4.0
sampler2D _ColorMap, _BumpMap, _NoiseMap, _EmissionMap;
uniform sampler2D _CameraDepthTexture;
struct Input {
float2 uv_ColorMap;
float2 uv_NoiseMap;
float2 uv_EmissionMap;
float3 worldPos;
float4 screenPos;
};
fixed4 _RimColor;
fixed4 _EmissionColor;
fixed4 _RimSecondaryColor;
half _RimWidth;
half _RimFalloff;
half _NormalPower;
bool _UseRim;
bool _UseFalloff;
uniform half _SmoothClipping;
void surf(Input IN, inout SurfaceOutput o) {
half rim = 1 - saturate(abs(dot(normalize(_WorldSpaceCameraPos - IN.worldPos), normalize(o.Normal))));
rim *= _RimFalloff;
rim -= -1 + (_RimFalloff / 2);
rim = clamp(rim, 0.0, 1.0);
float4 pos = float4(IN.screenPos.xyz, IN.screenPos.w);
float d = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(pos))));
float s = abs((d - pos.w));
float Falloff = lerp(0.0, 1.0, pow(saturate(pow(s, _SmoothClipping / 2)), _SmoothClipping));
fixed4 g1 = (_RimColor * rim)*_RimColor.a;
half srim = 1 - (rim*_RimColor.a);
srim = clamp(srim, 0.0, 1.0);
fixed4 g2 = (_RimSecondaryColor * srim)*_RimSecondaryColor.a;
fixed4 c = (tex2D(_ColorMap, IN.uv_ColorMap).rgba * (g1 + g2));
c.a = clamp(c.a * (Falloff * 2),0.0,1.0);
o.Albedo = c;
fixed4 cn = 1 * tex2D(_NoiseMap, IN.uv_NoiseMap);
if (_UseFalloff) {
o.Alpha = ((rim - (1 - (_RimWidth + 0.5) * 2))* c.a) * cn;
//o.Alpha = lerpResult208 * 2;
}
else {
o.Alpha = (((rim + _RimWidth) > 1 ? 1 : 0)* c.a) * cn;
}
o.Emission = _EmissionColor *tex2D(_EmissionMap, IN.uv_EmissionMap);;
}
ENDCG
}
FallBack "Diffuse"
}