TexturedStableFresnelCommon.cginc 1.5 KB

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  1. #ifndef STABLE_FRESNEL_COMMON
  2. #define STABLE_FRESNEL_COMMON
  3. half4 _EdgeColor; // Color and alpha of the fresnel effect
  4. half4 _Color; // Color and alpha of the base of the object
  5. half4 _EdgeData; // Min, Max, Power, Blend values
  6. sampler2D _MainTex;
  7. float4 _MainTex_ST;
  8. struct appdata_fresnel
  9. {
  10. float4 vertex : POSITION;
  11. float3 normal : NORMAL;
  12. float2 uv : TEXCOORD0;
  13. UNITY_VERTEX_INPUT_INSTANCE_ID
  14. };
  15. struct fresnel_vertex
  16. {
  17. float4 pos : SV_POSITION;
  18. float3 worldPos : TEXCOORD0;
  19. float3 worldNormal : TEXCOORD1;
  20. float2 uv : TEXCOORD2;
  21. UNITY_VERTEX_OUTPUT_STEREO
  22. };
  23. fresnel_vertex vert(appdata_fresnel v)
  24. {
  25. fresnel_vertex o;
  26. UNITY_SETUP_INSTANCE_ID(v);
  27. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  28. o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex);
  29. o.pos = UnityObjectToClipPos(v.vertex);
  30. o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  31. o.worldNormal = UnityObjectToWorldNormal(v.normal);
  32. return o;
  33. }
  34. half4 fragEmpty(fresnel_vertex i) : COLOR
  35. {
  36. return half4(0,0,0,1);
  37. }
  38. half4 fragRimShader(fresnel_vertex i) : COLOR
  39. {
  40. half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
  41. half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x));
  42. half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2);
  43. return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba;
  44. }
  45. #endif // STABLE_FRESNEL_COMMON