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@andyman
Created September 22, 2020 22:29
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Rimlight when obscured shader for Timothy
Shader "Custom/OutlineWhenObscured"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_ObscuredColor("ObscuredColor", Color) = (1,0,0,1)
}
SubShader
{
// color when obscured
Pass {
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _ObscuredColor;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
float rim : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float dotProduct = 1 - dot(v.normal, viewDir);
float rimWidth = 0.7;
o.rim = smoothstep(1 - rimWidth, 1.0, dotProduct);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = _ObscuredColor;
col.a = i.rim;
return col;
}
ENDCG
}
Tags { "RenderType" = "Opaque" "Queue" = "Transparent+1"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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