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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ASESampleShaders/RimLight"
{
Properties
{
// Color property for material inspector, default to white
_Color("Main Color", Color) = (1,1,1,1)
_Intensity("Intensity", range(0,10)) = 1
_MKGlowPower("Emission Power", range(0,10)) = 0
_MKGlowColor("Emission Color", color) = (1.0,0.95,0.8,1.0)
_StencilMask("Mask Layer", Range(0, 255)) = 1
[Enum(CompareFunction)] _StencilComp("Mask Mode", Int) = 6
_Albedo("Albedo", 2D) = "white" {}
_CutOff("Alpha CutOff", Float) = 0.5
}
SubShader
{
//Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" }
Stencil
{
Ref 255
ReadMask[_StencilMask]
Comp[_StencilComp]
}
//Pass
//{
// ZWrite On
// //ZTest LEqual
// ColorMask 0
//}
Tags{ "Queue" = "AlphaTest-1" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" }
Pass
{
Cull Front
ZTest LEqual
ZWrite Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
// vertex shader
// this time instead of using "appdata" struct, just spell inputs manually,
// and instead of returning v2f struct, also just return a single output
// float4 clip position
v2f vert(appdata i)
{
v2f o;
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.uv;
return o;
}
// color from the material
fixed4 _Color;
float _Intensity;
fixed4 _MKGlowColor;
float _MKGlowPower;
sampler2D _Albedo;
float _CutOff;
// pixel shader, no inputs needed
fixed4 frag(v2f i) : SV_Target
{
//_Color.rgb *= _Intensity;
//_Color.rgb *= _Color.a;
//_Color.rgb *= _Intensity;
//_Color *= _Intensity;
//_MKGlowColor = _Color;
//_MKGlowPower = _Intensity;
float alpha = tex2D(_Albedo, i.uv);
if(alpha <= _CutOff)
discard;
_Color.rgb *= _Intensity;
return _Color; // just return it
}
ENDCG
}
}
}
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