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ghost shader
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Shader "FX/Ghost" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_NormalTex ("Normal (RGB)", 2D) = "white" {} | |
_EmissionTex ("Emission (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_Blightness ("Metallic", Range(0,3)) = 0.0 | |
} | |
SubShader { | |
// 1パス目 | |
Pass | |
{ | |
Zwrite On | |
ColorMask 0 | |
Lighting OFF | |
} | |
// 2パス目 | |
Tags {"RenderType"="Transparent" "Queue"="Transparent"} | |
Zwrite Off | |
ZTest LEqual | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows alpha | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _NormalTex; | |
sampler2D _EmissionTex; | |
half _Blightness; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
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 * _Color.a; | |
o.Smoothness = _Glossiness * _Color.a; | |
o.Normal = tex2D (_NormalTex, IN.uv_MainTex) * _Color.a; | |
o.Emission = (tex2D (_EmissionTex, IN.uv_MainTex) * _Color.a) * _Blightness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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