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- #ifndef STABLE_FRESNEL_COMMON
- #define STABLE_FRESNEL_COMMON
- half4 _EdgeColor; // Color and alpha of the fresnel effect
- half4 _Color; // Color and alpha of the base of the object
- half4 _EdgeData; // Min, Max, Power, Blend values
- sampler2D _MainTex;
- float4 _MainTex_ST;
- struct appdata_fresnel
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct fresnel_vertex
- {
- float4 pos : SV_POSITION;
- float3 worldPos : TEXCOORD0;
- float3 worldNormal : TEXCOORD1;
- float2 uv : TEXCOORD2;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fresnel_vertex vert(appdata_fresnel v)
- {
- fresnel_vertex o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- o.worldNormal = UnityObjectToWorldNormal(v.normal);
- return o;
- }
- half4 fragEmpty(fresnel_vertex i) : COLOR
- {
- return half4(0,0,0,1);
- }
- half4 fragRimShader(fresnel_vertex i) : COLOR
- {
- half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
- half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x));
- half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2);
- return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba;
- }
- #endif // STABLE_FRESNEL_COMMON
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