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@danamuise
Last active January 10, 2017 23:03
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Custom Unity Shaders
Shader "PACKT/Glass" {
// Custom glass shader by Dana Muise
// Mutli pass functions provide transparent effects on both sides of geometry.
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
_Thickness ("Thicknes", Range(-1, 1)) = 0.5
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 200
Cull Back
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha
// 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;
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
Cull Front
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha vertext: vert
struct Input {
float2 uv_MainTex;
};
float _Thickness;
//move the coordinates of the verts out by distance "Thickness"
void vert (inout appdata_full v) {
v.vertex.xyz += v.normal * _Thickness;
}
//the rest is the same as the previous Cg, just inset to appear as if inside the mesh has it's own shader
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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