GameVsJam/3d Prototyp/Assets/UMotionEditor/Shaders/CameraLit.shader

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Shader "UMotion Editor/Camera Lit"
{
Properties
{
_Color("Main Color (RGB)", color) = (1, 1, 1, 1)
_WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
_WireSize("Wire Size", Range(0, 4)) = 0.9
}
SubShader
{
Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _WireColor;
half _WireSize;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct vOutput
{
float4 pos : SV_POSITION;
fixed3 wirecoord : TEXCOORD1;
float3 lambert : TEXCOORD2;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
o.lambert = saturate(dot(viewDir, worldNormal));
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
fixed4 outColor;
outColor.rgb = i.lambert * _Color;
outColor.a = 1.0;
half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader