Shader "Custom/SupportAll" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_AdjustColor("Adjust Color",Color)=(0,0,0,1)
_Pow ("Pow", Range(7.0,10.0)) = 8.0
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType" = "Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert
float4 _AdjustColor;
float _Pow;
float _Cutoff;
struct Input {
float2 uv_MainTex;
//float3 customColor;
float amount:TEXCOORD1;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
float3 nm;
nm = mul (UNITY_MATRIX_IT_MV, float4(v.normal,0)).xyz;
o.amount = saturate((nm.x*nm.x + nm.y*nm.y - nm.z*nm.z*0.2));
//o.customColor = abs(v.normal);
o.amount =pow(o.amount,_Pow);
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 f4=tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = f4.rgb;
o.Albedo=lerp(f4.rgb,_AdjustColor.rgb,IN.amount);
o.Alpha=f4.a;
clip(o.Alpha-_Cutoff);
// o.Albedo *= IN.customColor;
}
ENDCG
}
Fallback "Diffuse"
}
Properties {
_MainTex ("Texture", 2D) = "white" {}
_AdjustColor("Adjust Color",Color)=(0,0,0,1)
_Pow ("Pow", Range(7.0,10.0)) = 8.0
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType" = "Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert
float4 _AdjustColor;
float _Pow;
float _Cutoff;
struct Input {
float2 uv_MainTex;
//float3 customColor;
float amount:TEXCOORD1;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
float3 nm;
nm = mul (UNITY_MATRIX_IT_MV, float4(v.normal,0)).xyz;
o.amount = saturate((nm.x*nm.x + nm.y*nm.y - nm.z*nm.z*0.2));
//o.customColor = abs(v.normal);
o.amount =pow(o.amount,_Pow);
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
fixed4 f4=tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = f4.rgb;
o.Albedo=lerp(f4.rgb,_AdjustColor.rgb,IN.amount);
o.Alpha=f4.a;
clip(o.Alpha-_Cutoff);
// o.Albedo *= IN.customColor;
}
ENDCG
}
Fallback "Diffuse"
}