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【Unity】リムライティングエフェクト【Shader】
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Shader "Unlit/RimLightEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_MainColor("MainColor",Color)=(1,1,1,1) | |
_RimPower("RimPower",Float)=1 | |
_RimAmplitude("RimAmplitude",Float)=1 | |
_RimColor("RimColor",Color)=(1,1,1,1) | |
_Alpha("Alpha",Range(0.0,1.0))=1 | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Transparent" | |
"Queue"="Transparent" | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float3 normal : NORMAL; | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float3 normal : TEXCOORD1; | |
float4 worldPos : TEXCOORD2; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _MainColor; | |
float _RimPower; | |
fixed4 _RimColor; | |
float _RimAmplitude; | |
float _Alpha; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
o.normal = UnityObjectToWorldNormal(v.normal); | |
o.worldPos = mul(unity_ObjectToWorld, v.vertex); | |
return o; | |
} | |
float4 frag (v2f i) : SV_Target | |
{ | |
float4 col = tex2D(_MainTex, i.uv)*_MainColor; | |
float3 normalDir = normalize(i.normal); | |
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz-i.worldPos.xyz); | |
float NVdot = 1 - dot(viewDir,normalDir); | |
float rim=pow(NVdot,_RimPower)*_RimAmplitude; | |
col.rgb =col.rgb+ rim*(1-abs(_Alpha*2-1))*_RimColor.rgb; | |
col.a = _Alpha * (1 + rim); | |
return col; | |
} | |
ENDCG | |
Pass{ | |
ZWrite On | |
ColorMask 0 | |
} | |
Pass{ | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
} | |
} |
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