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| author | Andrew Lee <alee14498@gmail.com> | 2019-08-24 15:24:57 -0400 |
|---|---|---|
| committer | Andrew Lee <alee14498@gmail.com> | 2019-08-24 15:24:57 -0400 |
| commit | 85553832ead1a96f88726cd2b35cb6ff1d8b8cc8 (patch) | |
| tree | 7a2615034462d4296ed09d24038bb4c68107979d /Assets/Packages/Lean/Common/Examples/Shaders/Object.shader | |
| parent | e06acf066171670248b0b644c0eb8f6d895e051e (diff) | |
| download | Unicity-85553832ead1a96f88726cd2b35cb6ff1d8b8cc8.tar.gz Unicity-85553832ead1a96f88726cd2b35cb6ff1d8b8cc8.tar.bz2 Unicity-85553832ead1a96f88726cd2b35cb6ff1d8b8cc8.zip | |
Attempt number 2 on localization
Diffstat (limited to 'Assets/Packages/Lean/Common/Examples/Shaders/Object.shader')
| -rw-r--r-- | Assets/Packages/Lean/Common/Examples/Shaders/Object.shader | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader b/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader new file mode 100644 index 0000000..9307760 --- /dev/null +++ b/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader @@ -0,0 +1,68 @@ +Shader "Lean/Common/Object" +{ + Properties + { + _MainTex("Main Tex", 2D) = "white" {} + _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) + _Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0) + _Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0) + _Rim("Rim", Float) = 1.0 + _Shift("Shift", Float) = 1.0 + } + + SubShader + { + Tags + { + "Queue" = "Geometry" + "PreviewType" = "Sphere" + "DisableBatching" = "True" + } + + Pass + { + CGPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + sampler2D _MainTex; + float4 _Color; + float4 _Color1; + float4 _Color2; + float _Rim; + float _Shift; + + struct a2v + { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float3 normal : NORMAL; + float4 color : COLOR; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 normal : TEXCOORD1; + float4 color : COLOR; + }; + + void Vert(a2v i, out v2f o) + { + o.vertex = UnityObjectToClipPos(i.vertex); + o.uv = i.texcoord0; + o.normal = mul((float3x3)UNITY_MATRIX_IT_MV, i.normal); + o.color = i.color * _Color; + } + + void Frag(v2f i, out float4 o:COLOR0) + { + float rim = _Shift - pow(1.0f - normalize(i.normal).z, _Rim); + + o = tex2D(_MainTex, i.uv) * lerp(_Color1, _Color2, rim) * i.color; + } + ENDCG + } // Pass + } // SubShader +} // Shader
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