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@tsubaki
Last active February 23, 2024 03:43
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ghost shader
/**
* These codes are licensed under CC0.
* http://creativecommons.org/publicdomain/zero/1.0/deed.ja
*/
Shader "FX/Ghost" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal (RGB)", 2D) = "white" {}
_EmissionTex ("Emission (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Blightness ("Metallic", Range(0,3)) = 0.0
}
SubShader {
// 1パス目
Pass
{
Zwrite On
ColorMask 0
Lighting OFF
}
// 2パス目
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Zwrite Off
ZTest LEqual
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;
sampler2D _NormalTex;
sampler2D _EmissionTex;
half _Blightness;
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 * _Color.a;
o.Smoothness = _Glossiness * _Color.a;
o.Normal = tex2D (_NormalTex, IN.uv_MainTex) * _Color.a;
o.Emission = (tex2D (_EmissionTex, IN.uv_MainTex) * _Color.a) * _Blightness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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