76 lines
2.1 KiB
Plaintext
76 lines
2.1 KiB
Plaintext
Shader "Custom/ClipShaderV2"
|
|
{
|
|
Properties
|
|
{
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
|
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
_Metallic ("Metallic", Range(0,1)) = 0.0
|
|
|
|
_BackFaceColor ("Inside color", Color) = (1,1,1,1)
|
|
_FadeColor ("Rim color", Color) = (1,1,1,1)
|
|
_FadeDistance ("Fade distance", Float) = 10
|
|
_FadeSmooth ("Fade smooth distance", Float) = 1
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque"}
|
|
Cull Off
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard noshadow
|
|
#pragma target 3.0
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
sampler2D _MainTex;
|
|
float4 _FadeColor, _BackFaceColor;
|
|
float _FadeDistance, _FadeSmooth;
|
|
|
|
struct Input {
|
|
float3 worldPos;
|
|
float2 uv_MainTex;
|
|
float facing : VFACE;//-1 = if backface
|
|
};
|
|
|
|
half _Glossiness;
|
|
half _Metallic;
|
|
fixed4 _Color;
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o) {
|
|
//color
|
|
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
// Other unity stuff
|
|
o.Metallic = _Metallic;
|
|
o.Smoothness = _Glossiness;
|
|
o.Alpha = c.a;
|
|
|
|
if(IN.facing == -1) {//backface
|
|
o.Albedo = _BackFaceColor;
|
|
}
|
|
|
|
//Camera sphere clip
|
|
fixed3 vec = IN.worldPos.xyz - _WorldSpaceCameraPos;
|
|
float dis = vec.x*vec.x + vec.y*vec.y + vec.z*vec.z;
|
|
|
|
float fadeDis = _FadeDistance * _FadeDistance;
|
|
float fade = _FadeSmooth * _FadeSmooth;
|
|
float fadeSmooth = fadeDis + fade;
|
|
|
|
if(dis < fadeDis) {
|
|
clip(-1);
|
|
}
|
|
else if (dis < fadeSmooth && IN.facing == 1) {
|
|
float v = (1-(fadeSmooth-dis)/fade);
|
|
o.Albedo = o.Albedo * v + (1-v) * _FadeColor;
|
|
}
|
|
|
|
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack "Diffuse"
|
|
}
|