iFactory.Cutting.Unity/Assets/Plugins/CW/Shared/Common/Examples/Shaders/RimAlpha.shader

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Shader "CW/RimAlpha"
{
Properties
{
_MainTex("Main Tex", 2D) = "white" {}
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"PreviewType" = "Sphere"
"DisableBatching" = "True"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
struct a2v
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 direction : TEXCOORD2;
float4 color : COLOR;
};
struct f2g
{
float4 color : SV_TARGET;
};
void Vert(a2v i, out v2f o)
{
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = TRANSFORM_TEX(i.texcoord0, _MainTex);
o.normal = mul((float3x3)unity_ObjectToWorld, i.normal);
o.direction = _WorldSpaceCameraPos - mul(unity_ObjectToWorld, i.vertex).xyz;
o.color = i.color * _Color;
}
void Frag(v2f i, out f2g o)
{
o.color = tex2D(_MainTex, i.uv) * i.color;
}
ENDCG
} // Pass
} // SubShader
} // Shader