64 lines
1.1 KiB
Plaintext
64 lines
1.1 KiB
Plaintext
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Shader "harry_t/balls"
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{
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Properties
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{
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[HDR] _Color("Main Color", Color) = (1,1,1,1)
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_FresnelBias ("Fresnel Bias", Float) = 0
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_FresnelScale ("Fresnel Scale", Float) = 1
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_FresnelPower ("Fresnel Power", Float) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent+13" }
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ZWrite Off
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Pass
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{
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 pos : POSITION;
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half3 normal : NORMAL;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float fresnel : TEXCOORD0;
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};
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float4 _Color;
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fixed _FresnelBias;
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fixed _FresnelScale;
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fixed _FresnelPower;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.pos);
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float3 i = normalize(ObjSpaceViewDir(v.pos));
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o.fresnel = _FresnelBias + _FresnelScale * pow(1 + dot(i, v.normal), _FresnelPower);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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return lerp(fixed4(0.0,0.0,0.0,0.0), _Color, saturate(1 - i.fresnel));
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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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