Shader "Unlit/TestZwriteShader" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) _MainTex ("Main Tex", 2D) = "white" {} _AlphaScale ("Alpha Scale", Range(0, 5)) = 1 _IntersectPower("Intersect Power",float) = 1.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} /* Pass { Tags { "LightMode"="ForwardBase" } // First pass renders only back faces Cull Front ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed4 texColor = tex2D(_MainTex, i.uv); fixed3 albedo = texColor.rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); return fixed4(ambient + diffuse, texColor.a * _AlphaScale); } ENDCG } */ Pass { Tags { "LightMode"="ForwardBase" } // Second pass renders only front faces Cull Back ZWrite On Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _AlphaScale; sampler2D _CameraDepthTexture; float _IntersectPower; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float4 scrPos : TEXCOORD3; float2 uv : TEXCOORD2; }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); //o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldPos = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex))); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.scrPos = ComputeScreenPos(v.vertex); COMPUTE_EYEDEPTH(o.scrPos.z); return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed4 texColor = tex2D(_MainTex, i.uv); fixed3 albedo = texColor.rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); float depth = tex2D(_CameraDepthTexture, i.uv).r; float4 col = float4(depth, depth, depth, 1); fixed4 refrCol = tex2D(_CameraDepthTexture, i.scrPos.xy/i.scrPos.w); refrCol = fixed4(refrCol.xyz,texColor.a * _AlphaScale); //float linearDepth = Linear01Depth(depth); //return fixed4(ambient + diffuse, texColor.a * _AlphaScale); //return fixed4(1,1,1, texColor.a * _AlphaScale * depth*100); float rim = 1 - abs(dot(i.worldNormal*_AlphaScale, normalize(i.worldPos))); float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos))); float partZ = i.scrPos.z; float diff = sceneZ - partZ; float intersect = (1 - diff) * _IntersectPower; return fixed4(1,1,1, rim * _AlphaScale+intersect); } ENDCG } } FallBack "Transparent/VertexLit" }