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- // UNITY_SHADER_NO_UPGRADE
- Shader "Custom/TransparentFresnel"
- {
- Properties{
- _Color("Rim Color", Color) = (0.5,0.5,0.5,0.5)
- _FPOW("FPOW Fresnel", Float) = 5.0
- _R0("R0 Fresnel", Float) = 0.05
- _MainTex("Bumpmap", 2D) = "bump" {}
- }
-
- Category{
- Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite On
-
- SubShader{
- Pass{
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- fixed4 _Color;
- float _FPOW;
- float _R0;
-
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- };
-
- struct v2f {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
-
- v2f vert(appdata_t v)
- {
- v2f o;
- #if UNITY_VERSION >= 560
- o.vertex = UnityObjectToClipPos(v.vertex);
- #else
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- #endif
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
-
- float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
- half fresnel = saturate(1.0 - dot(v.normal, viewDir));
- fresnel = pow(fresnel, _FPOW);
- fresnel = _R0 + (1.0 - _R0) * fresnel;
- o.color *= fresnel;
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR
- {
- return 2.0f * i.color * _Color * tex2D(_MainTex, i.texcoord);
- }
- ENDCG
- }
- }
- }
- }
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