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

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