98 lines
2.2 KiB
Plaintext
98 lines
2.2 KiB
Plaintext
Shader "CW/RimOpaque"
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{
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Properties
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{
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_MainTex("Main Tex", 2D) = "white" {}
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_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0)
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_Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0)
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_Rim("Rim", Float) = 1.0
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_Shift("Shift", Float) = 1.0
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}
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SubShader
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{
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Cull Off
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Tags
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{
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"Queue" = "Geometry"
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"DisableBatching" = "True"
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}
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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _Color1;
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float4 _Color2;
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float _Rim;
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float _Shift;
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struct a2v
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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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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float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float3 direction : TEXCOORD2;
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float4 screenPos : TEXCOORD3;
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float4 color : COLOR;
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};
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struct f2g
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{
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float4 color : SV_TARGET;
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};
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float Dither(float4 ScreenPosition)
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{
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float2 uv = ScreenPosition.xy * _ScreenParams.xy;
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float DITHER_THRESHOLDS[16] =
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{
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1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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};
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uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
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return DITHER_THRESHOLDS[index];
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}
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void Vert(a2v i, out v2f o)
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{
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o.vertex = UnityObjectToClipPos(i.vertex);
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o.uv = TRANSFORM_TEX(i.texcoord0, _MainTex);
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o.normal = mul((float3x3)unity_ObjectToWorld, i.normal);
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o.direction = _WorldSpaceCameraPos - mul(unity_ObjectToWorld, i.vertex).xyz;
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o.screenPos = ComputeScreenPos(o.vertex);
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o.color = i.color * _Color;
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}
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void Frag(v2f i, out f2g o)
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{
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float ang = abs(dot(normalize(i.direction), normalize(i.normal)));
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float rim = _Shift - pow(saturate(1.0f - ang), _Rim);
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o.color = tex2D(_MainTex, i.uv) * i.color * lerp(_Color1, _Color2, rim);
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clip(o.color.a - Dither(i.screenPos / i.screenPos.w));
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}
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ENDCG
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} // Pass
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} // SubShader
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} // Shader |