diff options
Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader')
-rw-r--r-- | Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader | 73 |
1 files changed, 0 insertions, 73 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader deleted file mode 100644 index f9dd2196..00000000 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader +++ /dev/null @@ -1,73 +0,0 @@ -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
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