100 lines
1.8 KiB
GLSL
100 lines
1.8 KiB
GLSL
Shader "Griffin/~Internal/Topographic"
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{
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Properties
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{
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_Saturation("Saturation", Range(0,1)) = 1
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_Value("Value", Range(0,1)) = 1
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 localPos : TEXCOORD0;
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float3 normal : NORMAL;
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};
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float _Saturation;
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float _Value;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.localPos = v.vertex;
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o.normal = v.normal;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float f = frac(i.localPos.y / 360);
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float h = f * 359.0;
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float s = _Saturation;
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float v = _Value;
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float mod60 = h % 60;
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float ep60 = 0.5;
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float mod6 = h % 10;
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float ep6 = 0.25;
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if (h < 5)
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{
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}
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else if (mod60 <= ep60)
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{
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v *= 0.65;
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}
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else if (mod6 <= ep6)
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{
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v *= 0.85;
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}
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float c = s * v;
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float x = c * (1 - abs((h / 60) % 2 - 1));
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float m = v - c;
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float3 rgb0 =
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fixed3(c, x, 0) * (0 <= h) * (h < 60) +
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fixed3(x, c, 0) * (60 <= h) * (h < 120) +
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fixed3(0, c, x) * (120 <= h) * (h < 180) +
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fixed3(0, x, c) * (180 <= h) * (h < 240) +
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fixed3(x, 0, c) * (240 <= h) * (h < 300) +
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fixed3(c, 0, x) * (300 <= h) * (h < 360);
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float3 Albedo = rgb0 + float3(m, m, m);
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float3 viewDir = UNITY_MATRIX_V[2].xyz;
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float3 worldNormal = mul(unity_ObjectToWorld, i.normal.xyz);
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float nDotV = dot(worldNormal, viewDir);
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nDotV = lerp(0.5, 1, nDotV);
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Albedo *= nDotV;
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float fresnel = pow(1 - nDotV, 3);
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Albedo += fresnel;
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fixed4 col = float4(Albedo.rgb, 1);
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return col;
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}
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ENDCG
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}
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}
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}
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