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@runewake2
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.
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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