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