-
Notifications
You must be signed in to change notification settings - Fork 2
/
fresnel-modified.shader
79 lines (57 loc) · 1.42 KB
/
fresnel-modified.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
Shader "Unite-2019/Fresnel-Shader"{
Properties
{
_MainTex("Texture",2D)="white"{}
_Color("Color",Color)=(0,0,0,0)
_FresnelBias("Fresnel Bias",Range(0.0,1.0))=0.0
_FresnelColor("Fresnel Color",Color)=(0,0,0,0)
_FresnelScale("Fresnel Scale",float)=1
_FresnelPower("Fresnel Power",float)=1
}
SubShader{
Tags{ "RenderType"="Opaque" "Queue"="Geometry" "IgnoreProjector"="True"}
LOD 100
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float fresnel : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _FresnelColor;
fixed _FresnelBias;
fixed _FresnelScale;
fixed _FresnelPower;
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float3 i= normalize(ObjSpaceViewDir(v.pos));
o.fresnel= _FresnelBias + _FresnelScale*(pow(1+dot(i,v.normal),_FresnelPower));
return o;
}
fixed4 frag(v2f i):SV_TARGET{
fixed4 c = tex2D(_MainTex, i.uv) * _Color;
return lerp(c,_FresnelColor, 1 - i.fresnel);
}
ENDCG
}
}
}