93 lines
2.5 KiB
Plaintext
93 lines
2.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "KriptoFX/ME/GlowCutout" {
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Properties{
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[HDR]_TintColor("Tint Color", Color) = (0.5,0.5,0.5,1)
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_TimeScale("Time Scale", Vector) = (1,1,1,1)
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_MainTex("Noise Texture", 2D) = "white" {}
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_BorderScale("Border Scale (XY) Offset (Z)", Vector) = (0.5,0.05,1,0)
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}
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Category{
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Offset -1, -1
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SubShader{
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ KRIPTO_FX_LWRP_RENDERING KRIPTO_FX_HDRP_RENDERING
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _TintColor;
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float4 _TimeScale;
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float4 _BorderScale;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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float3 worldPosScaled : TEXCOORD1;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
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v2f o;
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v.vertex.xyz += v.normal / 100 * _BorderScale.z;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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float3 worldPos = v.vertex * float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), length(unity_ObjectToWorld[2].xyz));
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o.worldPosScaled = worldPos.xyz * _MainTex_ST.x;
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o.normal = abs(v.normal);
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return o;
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}
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half2 tex2DTriplanar(sampler2D tex, float2 offset, float3 worldPos, float3 normal)
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{
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half2 yDiff = tex2D(tex, worldPos.xz + offset);
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half2 xDiff = tex2D(tex, worldPos.zy + offset);
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half2 zDiff = tex2D(tex, worldPos.xy + offset);
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normal = normal / (normal.x + normal.y + normal.z);
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return xDiff * normal.x + yDiff * normal.y + zDiff * normal.z;
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}
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half4 frag(v2f i) : COLOR
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{
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half2 mask = tex2DTriplanar(_MainTex, _Time.xx * _TimeScale.xy, i.worldPosScaled, i.normal);
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half2 tex = tex2DTriplanar(_MainTex, mask + _Time.xx * _TimeScale.zw, i.worldPosScaled, i.normal);
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float4 res = 0;
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#if (KRIPTO_FX_HDRP_RENDERING) || ((KRIPTO_FX_LWRP_RENDERING) && (!UNITY_COLORSPACE_GAMMA))
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tex = pow(tex, 0.45);
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#endif
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res.r = step(tex.r, _BorderScale.x);
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res.r -= step(tex.r, _BorderScale.x - _BorderScale.y);
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res.r *= tex.g;
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res = res.r * i.color * _TintColor;
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res.a = saturate(res.a);
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return res * _TintColor.a;
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}
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ENDCG
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}
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}
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}
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} |