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Alpha.shader
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Alpha.shader
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Shader "KSP/Alpha/Translucent"
{
Properties
{
_MainTex("MainTex (RGBA)", 2D) = "white" {}
_Color("TintColor", Color) = (1,1,1,1)
_Opacity("_Opacity", Range(0,1)) = 1
_Fresnel("Fresnel", Range(0,10)) = 0
[MaterialToggle] _FresnelInvert("Invert Fresnel", Float) = 0
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
_RimColor("Rim Color", Color) = (0,0,0,0)
_TemperatureColor("_TemperatureColor", Color) = (0,0,0,0)
_BurnColor ("Burn Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
ZWrite On
ColorMask 0
}
//ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#include "LightingKSP.cginc"
#pragma surface surf BlinnPhongSmooth alpha:fade
#pragma target 3.0
sampler2D _MainTex;
float _Opacity;
float _RimFalloff;
float _Fresnel;
float _FresnelInvert;
float4 _RimColor;
float4 _TemperatureColor;
float4 _BurnColor;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_Emissive;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 color = tex2D(_MainTex, (IN.uv_MainTex)) * _BurnColor * _Color;
float3 normal = float3(0,0,1);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 fresnel = (_FresnelInvert + (pow(1 - rim, _Fresnel))) * (1 - _FresnelInvert + 1 - (pow(1 - rim, _Fresnel)));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
emission += _TemperatureColor.rgb * _TemperatureColor.a;
o.Albedo = color.rgb;
o.Emission = emission;
o.Gloss = 0;
o.Specular = 0;
o.Normal = normal;
o.Emission *= _Opacity;
o.Alpha = _Opacity * color.a * fresnel;
}
ENDCG
}
Fallback "Standard"
}