Shader "Custom/XRayBumpVF"
{
Properties
{
_BumpMap("Normalmap",2D) = "bump"{}
_RimColor("RimColor",Color) = (1,1,0,1)
_RimPower("RimPower",Range(0.1,8.0)) = 3.0
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Opaque"}
LOD 200
Pass
{
Blend SrcAlpha One
ZWrite Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _RimColor;
sampler2D _BumpMap;
float _RimPower;
float4 _BumpMap_ST;
struct v2f
{
float4 pos:SV_POSITION;
float2 uv :TEXCOORD0 ;
float3 viewDir:TEXCOORD1 ;
float3 tangent:TEXCOORD2 ;
float3 binormal:TEXCOORD3;
float3 normal :TEXCOORD4 ;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_BumpMap);
o.tangent = v.tangent.xyz;
o.binormal = cross(v.normal,v.tangent)*v.tangent.w;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
float4 frag(v2f i):COLOR
{
float3x3 rotation = float3x3(i.tangent.xyz,i.binormal,i.normal);
float3 N = UnpackNormal(tex2D(_BumpMap,i.uv));
N = normalize(mul(N,rotation));
float rim = 1-saturate(dot(i.viewDir ,N));
float4 c = _RimColor * pow(rim,_RimPower);
return c;
}
ENDCG
}
}
}
XRay2
最新推荐文章于 2024-09-24 08:32:47 发布