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@EsProgram
Last active September 15, 2015 14:58
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Shader "Custom/TransEmissionVF" {
Properties{
_MainTex("Texture", 2D) = "white"{}
_Emission("Emission", Range(0, 1)) = 0.1
_RimWidth("RimWidth", Range(0.5, 5.0)) = 2
}
SubShader{
//Queue = Transparetとタグが付けられたオブジェクトのレンダリング順(キュー)が最後の方に回される
//そうしないと半透明にならないため
Tags{"Queue"="Transparent"}
//Blend SrcFactor DstFactor の形式
//SrcFactor が Sourceの要素(これからレンダリングされるピクセル)
//2つ目に指定するのが Destinationの要素(既にレンダリングされている)を指定
Blend SrcAlpha OneMinusSrcAlpha
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:POSITION;
float3 viewDir:Any;
float3 normal:NORMAL;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Emission;
float _RimWidth;
v2f vert(appdata_t v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.viewDir = normalize(WorldSpaceViewDir(v.vertex));
o.normal = normalize(v.normal);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag(v2f i) :COLOR{
half rim = saturate(dot(i.normal, i.viewDir));
float4 col;
col.rgb = tex2D(_MainTex, i.uv).rgb;
//モデルの外側ほど透明に
col.a = pow(rim, _RimWidth);
//白色を加算(発光)
col.rgb += _Emission * rim;
return col;
}
ENDCG
}
}
}
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