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authorAndrew Lee <alee14498@gmail.com>2019-11-03 18:31:04 -0500
committerAndrew Lee <alee14498@gmail.com>2019-11-03 18:31:04 -0500
commite8dd5d4fd406e6e6b710cbe85309f6870bccc37a (patch)
treedb0e99cfdbefb1625d66d07631f43565ae8ff41f /Assets/Packages/Lean/Common/Examples/Shaders/Object.shader
parent20b14c9a89821e6592bf25bed9329a5abe20495c (diff)
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Remove everything
Diffstat (limited to 'Assets/Packages/Lean/Common/Examples/Shaders/Object.shader')
-rw-r--r--Assets/Packages/Lean/Common/Examples/Shaders/Object.shader68
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 \ No newline at end of file