Created
September 15, 2017 05:24
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A shader for Unity 3D that uses vertex colors to determine the clipping of pixels. An additional rim glow is added around the cutoff area.
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Shader "Custom/Rim Cutout" { | |
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 | |
_RimGlowRadius("Rim Glow Radius", Range(0,1)) = 0.1 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
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; | |
float4 color : COLOR; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _RimGlowRadius; | |
// 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_CBUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_CBUFFER_END | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
// Albedo comes from a texture tinted by color | |
fixed4 color = tex2D(_MainTex, IN.uv_MainTex); | |
fixed clipValue = IN.color.a - color.a; | |
clip(clipValue); | |
float emissionAmount = max(0, (_RimGlowRadius - clipValue) / _RimGlowRadius); | |
o.Albedo = (clipValue * color.rgb) + (emissionAmount * IN.color.rgb); | |
o.Emission = (emissionAmount * IN.color.rgb); | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = 1; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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