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, 73 insertions, 0 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader new file mode 100644 index 00000000..6ca491b3 --- /dev/null +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader @@ -0,0 +1,73 @@ +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 |