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| author | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
|---|---|---|
| committer | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
| commit | e8dd5d4fd406e6e6b710cbe85309f6870bccc37a (patch) | |
| tree | db0e99cfdbefb1625d66d07631f43565ae8ff41f /Assets/Packages/Lean/Common/Examples/Shaders/Object.shader | |
| parent | 20b14c9a89821e6592bf25bed9329a5abe20495c (diff) | |
| download | Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.gz Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.bz2 Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.zip | |
Remove everything
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, 0 insertions, 68 deletions
diff --git a/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader b/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader deleted file mode 100644 index 9307760..0000000 --- a/Assets/Packages/Lean/Common/Examples/Shaders/Object.shader +++ /dev/null @@ -1,68 +0,0 @@ -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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