Created
September 22, 2020 22:29
-
-
Save andyman/ed2e98d6d81c269b51769c6efd21f4f6 to your computer and use it in GitHub Desktop.
Rimlight when obscured shader for Timothy
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/OutlineWhenObscured" | |
{ | |
Properties | |
{ | |
_Color("Color", Color) = (1,1,1,1) | |
_MainTex("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness("Smoothness", Range(0,1)) = 0.5 | |
_Metallic("Metallic", Range(0,1)) = 0.0 | |
_ObscuredColor("ObscuredColor", Color) = (1,0,0,1) | |
} | |
SubShader | |
{ | |
// color when obscured | |
Pass { | |
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} | |
ZWrite Off | |
ZTest Always | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
fixed4 _ObscuredColor; | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
float rim : TEXCOORD0; | |
}; | |
v2f vert(appdata_t v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); | |
float dotProduct = 1 - dot(v.normal, viewDir); | |
float rimWidth = 0.7; | |
o.rim = smoothstep(1 - rimWidth, 1.0, dotProduct); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
fixed4 col = _ObscuredColor; | |
col.a = i.rim; | |
return col; | |
} | |
ENDCG | |
} | |
Tags { "RenderType" = "Opaque" "Queue" = "Transparent+1"} | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | |
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | |
// #pragma instancing_options assumeuniformscaling | |
UNITY_INSTANCING_BUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void surf(Input IN, inout SurfaceOutputStandard o) | |
{ | |
// Albedo comes from a texture tinted by color | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment