86 lines
2.0 KiB
Plaintext
86 lines
2.0 KiB
Plaintext
Shader "RadarShaders/GhostOverlay" {
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Properties{
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[Toggle]_UseFalloff("Smooth Falloff", Float) = 0
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_RimFalloff("Rim Falloff", Range(1,10)) = 2
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_RimWidth("Rim Width", Range(0,1)) = 0.1
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_NoiseMap("Noise (RGB)", 2D) = "white" {}
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_ColorMap("Color (RGB)", 2D) = "white" {}
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_RimColor("Rim Color",Color) = (0.0,0.0,0,1)
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_RimSecondaryColor("Secondary Rim Color",Color) = (0.0,0.0,0,1)
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_EmissionColor("EmissionColor",Color) = (0.0,0.0,0,0.0)
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_EmissionMap("Emission (RGB)", 2D) = "white" {}
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "False" "RenderType" = "Transparent" }
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LOD 200
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ZTest Always
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Zwrite Off
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CGPROGRAM
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#pragma surface surf BlinnPhong alpha:fade keepalpha
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#pragma target 3.0
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sampler2D _ColorMap, _BumpMap, _NoiseMap, _EmissionMap;
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struct Input {
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float2 uv_ColorMap;
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float2 uv_NoiseMap;
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float2 uv_EmissionMap;
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float3 worldPos;
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};
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fixed4 _RimColor;
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fixed4 _EmissionColor;
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fixed4 _RimSecondaryColor;
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half _RimWidth;
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half _RimFalloff;
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half _animateRimWidth;
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half _NormalPower;
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bool _UseRim;
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bool _UseFalloff;
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void surf(Input IN, inout SurfaceOutput o) {
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half rim = 1 - saturate(abs(dot(normalize(_WorldSpaceCameraPos - IN.worldPos), normalize(o.Normal))));
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rim *= _RimFalloff;
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rim -= -1 + (_RimFalloff / 2);
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rim = clamp(rim, 0.0, 1.0);
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fixed4 g1 = (_RimColor * rim)*_RimColor.a;
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half srim = 1 - (rim*_RimColor.a);
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srim = clamp(srim, 0.0, 1.0);
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fixed4 g2 = (_RimSecondaryColor * srim)*_RimSecondaryColor.a;
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fixed4 c = tex2D(_ColorMap, IN.uv_ColorMap).rgba * (g1 + g2);
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c.a = clamp(c.a += _animateRimWidth,0.0,1.0);
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o.Albedo = c;
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fixed4 cn = 1 * tex2D(_NoiseMap, IN.uv_NoiseMap);
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if (_UseFalloff) {
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o.Alpha = ((rim - (1 - (_RimWidth + 0.5) * 2))* c.a) * cn;
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}
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else {
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o.Alpha = (((rim + _RimWidth) > 1 ? 1 : 0)* c.a) * cn;
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}
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o.Emission = _EmissionColor *tex2D(_EmissionMap, IN.uv_EmissionMap);;
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}
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ENDCG
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}
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FallBack "Diffuse"
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} |