Project_WL/Assets/ThirdParty/AfterImageAsset/2. Shader/AfterImage.shader

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Shader "Custom/AfterImage"
{
Properties
{
[HideInInspector] _Color("Color", Color) = (1,0,0,1)
[HideInInspector]_Alpha("Alpha", float) = 1
_RimLightMul("RimLightMul", Range(0, 10)) = 0.5
_RimLightPow("RimLightPow", Range(0, 10)) = 1.5
_Intensity("Intensity", Range(0, 10)) = 1
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf NoLighting alpha:fade noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd nolppv noshadowmask interpolateview
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 2.0
struct Input {
fixed3 viewDir;
};
fixed4 _Color;
fixed _RimLightMul;
fixed _RimLightPow;
half _Alpha;
float _Intensity;
void surf(Input IN, inout SurfaceOutput o) {
fixed NdotV = dot(IN.viewDir, o.Normal);
fixed3 RimLight = saturate(pow(((1 - NdotV) * _RimLightMul), _RimLightPow));
o.Albedo = _Color.rgb;
o.Alpha = saturate(_Alpha * RimLight);
}
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
fixed4 c;
c.rgb = s.Albedo + _Intensity;
c.a = s.Alpha;
return c;
}
ENDCG
}
FallBack ""
}