Assignment for RMIT Mixed Reality in 2020
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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
}
}
}
}