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RimLighting.shader
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RimLighting.shader
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Shader "Custom/RimLighting"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
[Header(Rim lighting Settings)]
_RimTint ("Rim Tint", Color) = (1, 1, 1, 1)
_RimPower ("Rim Power", Float) = 1
_RimAmplitude ("Rim Amplitude", Float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex: POSITION;
float3 normal: NORMAL;
float2 uv: TEXCOORD0;
float4 color: COLOR;
};
struct v2f
{
float4 vertex: SV_POSITION;
float2 uv: TEXCOORD0;
float4 color: TEXCOORD1;
float3 normal: TEXCOORD2;
float4 wpos: TEXCOORD3;
UNITY_FOG_COORDS(4)
};
uniform float _RimPower;
uniform float _RimAmplitude;
uniform float4 _RimTint;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.normal = v.normal;
o.wpos = mul(unity_ObjectToWorld, v.vertex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
};
fixed4 frag(v2f i): SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float3 normalDir = normalize(i.normal);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.wpos.xyz);
float NNdotV = 1 - dot(normalDir, viewDir);
float rim = pow(NNdotV, _RimPower) * _RimAmplitude;
col.rgb = col.rgb * _RimTint.a + rim * _RimTint.rgb;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "Diffuse"
}