160 lines
5.2 KiB
Plaintext
160 lines
5.2 KiB
Plaintext
Shader "DBV/Kristo/UnlitClip"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Main color", Color) = (1,1,1,1)
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_BackFaceColor ("Inside color", Color) = (1,1,1,1)
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_FadeColor ("Rim color", Color) = (1,1,1,1)
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_FadeDistance ("Fade distance", Float) = 10
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_FadeSmooth ("Fade smooth distance", Float) = 1
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_DitherTex ("Texture", 2D) = "grey" {}
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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LOD 100
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Pass {
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Cull Back
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog// make fog work
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 worldSpace : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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};
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sampler2D _MainTex, _DitherTex;
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float4 _DitherTex_TexelSize;
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float4 _MainTex_ST;
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float4 _FadeColor, _BackFaceColor, _Color;
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float _FadeDistance, _FadeSmooth;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldSpace = mul(unity_ObjectToWorld, v.vertex);
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o.screenPos = ComputeScreenPos(o.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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fixed3 vec = i.worldSpace.xyz - _WorldSpaceCameraPos;
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float dis = vec.x*vec.x + vec.y*vec.y + vec.z*vec.z;
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float fadeDis = _FadeDistance * _FadeDistance;
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float fade = _FadeSmooth * _FadeSmooth;
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float fadeSmooth = fadeDis + fade;
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if(dis < fadeDis) {
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col = 0;
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clip(-1);
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}
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else if (dis < fadeSmooth) {
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float v = (1-(fadeSmooth-dis)/fade);
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//Do dither fade
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//https://www.ronja-tutorials.com/2019/05/11/dithering.html
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float2 screenPos = i.screenPos.xy / i.screenPos.w;
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float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy;
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float ditherValue = tex2D(_DitherTex, ditherCoordinate).r;
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clip(v - ditherValue);
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col = col * v + (1-v) * _FadeColor;
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}
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else{
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//col.rgb *= i.worldSpace.xyz;
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}
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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Pass {
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Cull Front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog// make fog work
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 worldSpace : TEXCOORD1;
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float4 screenPos : TEXCOORD2;
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};
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float4 _BackFaceColor;
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float _FadeDistance, _FadeSmooth;
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sampler2D _DitherTex;
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float4 _DitherTex_TexelSize;
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldSpace = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed3 vec = i.worldSpace.xyz - _WorldSpaceCameraPos;
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float dis = vec.x*vec.x + vec.y*vec.y + vec.z*vec.z;
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float fadeDis = _FadeDistance * _FadeDistance;
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float fade = _FadeSmooth * _FadeSmooth;
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float fadeSmooth = fadeDis + fade;
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if(dis < fadeDis) {
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clip(-1);
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}
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else if (dis < fadeSmooth) {
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float v = (1-(fadeSmooth-dis)/fade);
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//Do dither fade
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//https://www.ronja-tutorials.com/2019/05/11/dithering.html
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float2 screenPos = i.screenPos.xy / i.screenPos.w;
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float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy;
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float ditherValue = tex2D(_DitherTex, ditherCoordinate).r;
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clip(v - ditherValue);
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}
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return _BackFaceColor;
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}
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ENDCG
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}
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}
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}
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