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@hadashiA
Created March 30, 2017 05:06
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Shader "ShaderDrill/0327/Fresnel"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_FresnelColor ("Fresnel 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"
"IgnoreProjector"="True"
"RenderType"="Opaque"
}
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata_t
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float fresnel : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _FresnelColor;
fixed _FresnelBias;
fixed _FresnelScale;
fixed _FresnelPower;
v2f vert(appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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
{
fixed4 c = tex2D(_MainTex, i.uv) * _Color;
return lerp(c, _FresnelColor, 1 - i.fresnel);
}
ENDCG
}
}
}
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