2020-11-28 16:54:41 +02:00

61 lines
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/NormalShader"
{
Properties
{
_Cutoff ("Threshold", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 normalWorld : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float _Cutoff;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normalWorld = normalize( mul( float4( v.normal, 0.0 ), unity_WorldToObject ).xyz );
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip( dot(i.normalWorld, float3(0,1,0)) - _Cutoff );
// apply fog bc why not
UNITY_APPLY_FOG(i.fogCoord, col);
return half4(0,1,0,1);
}
ENDCG
}
}
}