diff options
Diffstat (limited to 'Assets/Art/Shaders/Effects/RimLight 1.shader')
-rw-r--r-- | Assets/Art/Shaders/Effects/RimLight 1.shader | 37 |
1 files changed, 22 insertions, 15 deletions
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader index f3e99007..ff521c4f 100644 --- a/Assets/Art/Shaders/Effects/RimLight 1.shader +++ b/Assets/Art/Shaders/Effects/RimLight 1.shader @@ -8,11 +8,11 @@ Shader "ASESampleShaders/RimLight" { Properties{ _MainTex("Base (RGBA)", 2D) = "white" {} - _Color1("Hi Color", color) = (1.0,1.0,1.0,1.0) + [HDR]_Color1("Hi Color", color) = (1.0,1.0,1.0,1.0) _Step1("Color Cutoff", range(0.0,2.0)) = 0.5 - _Color2("Lo Color", color) = (1.0,0.95,0.8,1.0) + [HDR]_Color2("Lo Color", color) = (1.0,0.95,0.8,1.0) - _Intensity("Intensity", range(-1,10)) = 1 + _Intensity("Intensity", range(1,0)) = 1 _MKGlowPower("Emission Power", range(0,10)) = 0 @@ -23,6 +23,8 @@ Shader "ASESampleShaders/RimLight" { _Albedo("Albedo", 2D) = "white" {} _CutOff("Alpha CutOff", Float) = 0.5 + + _NoiseMap("Noise Map", 2D) = "white"{} } SubShader{ @@ -65,6 +67,7 @@ Shader "ASESampleShaders/RimLight" { half2 texcoord : TEXCOORD0; fixed4 color : COLOR; half2 maskcoord : TEXCOORD1; + half2 norisecoord : TEXCOORD2; //fixed4 color : COLOR; }; @@ -79,6 +82,9 @@ Shader "ASESampleShaders/RimLight" { sampler2D _Albedo; float4 _Albedo_ST; + sampler2D _NoiseMap; + float4 _NoiseMap_ST; + float _CutOff; v2f vert(appdata_t v) @@ -87,15 +93,12 @@ Shader "ASESampleShaders/RimLight" { o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _Albedo); o.color = v.color; - + o.norisecoord = TRANSFORM_TEX(v.texcoord, _NoiseMap); return o; } - sampler2D _MainTex; - - fixed4 frag(v2f i) : SV_Target { float alpha = tex2D(_Albedo, i.texcoord).a; @@ -104,21 +107,25 @@ Shader "ASESampleShaders/RimLight" { fixed4 col = tex2D(_Albedo, i.texcoord); - //if (col.r > _Intensity * 0.1f) - //discard; + fixed norise = tex2D(_NoiseMap, i.norisecoord).r; + + if (norise > _Intensity) + discard; float blendV = col.r; float texA = col.a; - col = lerp(_Color2,_Color1,smoothstep(0,_Step1,blendV)); + //col = lerp(_Color2,_Color1,smoothstep(0,_Step1,blendV)); + col = lerp(_Color2,_Color1, _Intensity); - col *= _Intensity; + //col *= _Intensity; - col.xyz *= texA; - col.a *= texA; - col *= i.color; + //col.xyz *= texA; + //col.a *= texA; + //col *= i.color; - return fixed4(col.r, col.g, col.b, col.a); + //return fixed4(col.r, col.g, col.b, col.a); + return col; } ENDCG } |