Cg silhouette enhancement
2015-10-14 16:05
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Shader "Custom/Cg silhouette enhancement" { Properties { _Color("Color",Color) = (1,1,1,0.5) _Pow("Power",Range(0,10)) = 1 } SubShader { Tags { "Queue" = "Transparent" } Pass { ZWrite Off Blend SrcALpha OneMinusSrcALpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _Color; uniform float _Pow; struct vertexInput { float4 vertex:POSITION; float3 normal:NORMAL; }; struct vertexOutput { float4 pos:SV_POSITION; float3 normal:TEXCOORD0; float3 viewDir:TEXCOORD1; }; vertexOutput vert(vertexInput input) { vertexOutput output; float4x4 modelMatrix = _Object2World ; float4x4 modelMatrixInverse = _World2Object; output.normal = normalize(mul(float4(input.normal,0.0),modelMatrixInverse).xyz); output.viewDir = normalize(_WorldSpaceCameraPos - mul(modelMatrix,input.vertex).xyz); output.pos = mul(UNITY_MATRIX_MVP,input.vertex); return output; } float4 frag(vertexOutput input):COLOR { float3 normalDirection = normalize(input.normal); float3 viewDirection = normalize(input.viewDir ); float newOpacity = pow(min(1.0,_Color.a / abs(dot(viewDirection,normalDirection))),_Pow); float4 finalColor = float4(_Color.rgb,newOpacity); return finalColor; } ENDCG } } }
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