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131 lines
3.1 KiB
131 lines
3.1 KiB
Shader "KriptoFX/ME/GlowCutoutGradient" { |
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Properties{ |
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[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,1) |
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_TimeScale("Time Scale", Vector) = (1,1,1,1) |
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_MainTex("Noise Texture", 2D) = "white" {} |
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_BorderScale("Border Scale (XY) Offset (Z)", Vector) = (0.5,0.05,1,1) |
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} |
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Category{ |
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } |
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SubShader{ |
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Pass { |
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Blend DstColor Zero |
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Cull Off |
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Lighting Off |
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ZWrite Off |
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Offset -1, -1 |
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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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float4 _TintColor; |
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struct appdata_t { |
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float4 vertex : POSITION; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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}; |
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v2f vert(appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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return o; |
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} |
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half4 frag(v2f i) : COLOR |
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{ |
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return _TintColor.a; |
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} |
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ENDCG |
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} |
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Pass { |
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } |
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Blend SrcAlpha One |
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Cull Off |
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Lighting Off |
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ZWrite Off |
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Offset -1, -1 |
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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 _TintColor; |
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float4 _TimeScale; |
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float4 _BorderScale; |
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struct appdata_t { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float3 normal : NORMAL; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float4 worldPosScaled : TEXCOORD1; |
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float3 normal : NORMAL; |
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}; |
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float4 _MainTex_ST; |
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v2f vert(appdata_t v) |
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{ |
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v2f o; |
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v.vertex.xyz += v.normal / 100 * _BorderScale.z; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.color = v.color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); |
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o.worldPosScaled.x = v.vertex.x * _MainTex_ST.x; |
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o.worldPosScaled.y = v.vertex.y * _MainTex_ST.y; |
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o.worldPosScaled.z = v.vertex.z * _MainTex_ST.x; |
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o.worldPosScaled.w = v.vertex.z * _MainTex_ST.y; |
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o.normal = abs(v.normal); |
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return o; |
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} |
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sampler2D _CameraDepthTexture; |
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half tex2DTriplanar(sampler2D tex, float2 offset, float4 worldPos, float3 normal) |
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{ |
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half3 texColor; |
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texColor.x = tex2D(tex, worldPos.zy + offset); |
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texColor.y = tex2D(tex, worldPos.xw + offset); |
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texColor.z = tex2D(tex, worldPos.xy + offset); |
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normal = normal / (normal.x + normal.y + normal.z); |
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return dot(texColor, normal); |
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} |
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half4 frag(v2f i) : COLOR |
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{ |
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half mask = tex2DTriplanar(_MainTex, _Time.x * _TimeScale.xy, i.worldPosScaled, i.normal); |
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half tex = tex2DTriplanar(_MainTex, _Time.x * _TimeScale.zw + mask * _BorderScale.x, i.worldPosScaled, i.normal); |
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half alphaMask = tex2DTriplanar(_MainTex, 0.3 + mask * _BorderScale.y, i.worldPosScaled, i.normal); |
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float4 res; |
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res = tex * mask * i.color * _TintColor; |
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res = lerp(0, res, alphaMask); |
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res.rgb = pow(res.rgb, _BorderScale.w); |
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res.a = saturate(res.a * 4); |
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return res; |
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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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} |