73 lines
2.2 KiB
Plaintext
73 lines
2.2 KiB
Plaintext
Shader "Custom/AfterImage"
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{
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Properties
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{
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_Color("Color", Color) = (1, 0, 0, 1)
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_Alpha("Alpha", Float) = 1
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_RimLightMul("RimLightMul", Range(0, 10)) = 0.5
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_RimLightPow("RimLightPow", Range(0, 10)) = 1.5
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_Intensity("Intensity", Range(0, 10)) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float3 viewDirWS : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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};
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float4 _Color;
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float _Alpha;
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float _RimLightMul;
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float _RimLightPow;
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float _Intensity;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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float3 positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.positionHCS = TransformWorldToHClip(positionWS);
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OUT.viewDirWS = normalize(_WorldSpaceCameraPos - positionWS);
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OUT.normalWS = normalize(normalWS);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float NdotV = saturate(dot(IN.normalWS, IN.viewDirWS));
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float rim = pow((1.0 - NdotV) * _RimLightMul, _RimLightPow);
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float3 color = _Color.rgb + _Intensity;
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float alpha = saturate(_Alpha * rim * _Color.a);
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return float4(color, alpha);
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}
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ENDHLSL
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}
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}
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FallBack Off
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}
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