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