71 lines
No EOL
1.8 KiB
Text
71 lines
No EOL
1.8 KiB
Text
Shader "Custom/Vector"
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{
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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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_instancing
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 worldPos : TEXCOORD1;
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float3 normal : TEXCOORD2;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if you want to access instanced properties in fragment Shader.
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};
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
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UNITY_INSTANCING_BUFFER_END(Props)
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader.
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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o.color = float4(1,1,1,1);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// UNITY_SETUP_INSTANCE_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader.
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// UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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float t = 1 + clamp(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal), -1, 1);
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t = t / 2;
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t = t - 0.8;
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// float t = abs(i.worldPos.x) + abs(i.worldPos.y) + abs(i.worldPos.z);
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// t = t / 1;
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return i.color * t;
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}
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ENDCG
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}
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}
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} |