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November 10, 2023 03:36
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Glowing Core Shader vertex version
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Shader "GlowingEfx" | |
{ | |
Properties | |
{ | |
_Color("Color", color) = (1,1,1,1) | |
_GlowCenter("Glow Center", Vector) = (0,0,0) | |
_GlowSpread("Glow Spread", float) = 0 | |
_GlowStrength("Glow Strength", float) = 1 | |
_Refraction("Refraction", float) = 1 | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Blend SrcAlpha One | |
ZWrite Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
float glow : TEXCOORD3; | |
}; | |
float4 _Color; | |
float3 _GlowCenter; | |
float _GlowSpread; | |
float _GlowStrength; | |
float _Refraction; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
v.vertex.xyz += v.normal.xyz * sin(_Time.w*14.218) * 0.001; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
float3 localCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1.0)).xyz; | |
float3 localViewDir = normalize( localCamPos - v.vertex ); | |
float3 p = v.vertex - localViewDir * _Refraction; | |
p -= _GlowCenter; | |
float glow = p.x*p.x + p.y*p.y + p.z*p.z; | |
glow = _GlowSpread - glow; | |
glow *= _GlowStrength; | |
glow = saturate(glow); | |
o.glow = glow * glow * glow; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col = tex2D(_MainTex, i.uv) * _Color; | |
col.a *= i.glow; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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