83 lines
2.8 KiB
Text
83 lines
2.8 KiB
Text
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Shader "XRIT/BiRP_Fresnel"
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{
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Properties
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{
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_BaseColor ("_BaseColor", Color) = (0, 0, 0, 1)
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_MainTex ("Texture", 2D) = "white" {}
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_Smoothness ("Smoothness", Range(0, 1)) = 0
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_Metallic ("Metalness", Range(0, 1)) = 0
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_RimColor ("_RimColor", Color) = (1,1,1,1)
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[PowerSlider(4)]_RimPower ("_RimPower", Range(0.25, 10)) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType"="Opaque"
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}
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LOD 200
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CGPROGRAM
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#if !defined(UNITY_USES_HDRP) && !defined(UNITY_USES_URP)
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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fixed4 _BaseColor;
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half _Smoothness;
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half _Metallic;
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float3 _RimColor;
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float _RimPower;
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struct Input
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{
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float2 uv_MainTex;
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float3 worldNormal;
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float3 viewDir;
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INTERNAL_DATA
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
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half NdotL = dot (s.Normal, lightDir);
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half4 c;
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c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten);
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c.a = s.Alpha;
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return c;
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}
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void surf(Input i, inout SurfaceOutputStandard o)
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{
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//sample and tint albedo texture
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fixed4 col = tex2D(_MainTex, i.uv_MainTex);
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col *= _BaseColor;
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o.Albedo = col.rgb;
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//just apply the values for metalness and smoothness
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o.Metallic = _Metallic;
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o.Smoothness = _Smoothness;
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//get the dot product between the normal and the view direction
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float fresnel = dot(i.worldNormal, i.viewDir);
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//invert the fresnel so the big values are on the outside
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fresnel = saturate(1 - fresnel);
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//raise the fresnel value to the exponents power to be able to adjust it
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fresnel = pow(fresnel, _RimPower);
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//combine the fresnel value with a color
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float3 fresnelColor = fresnel * _RimColor;
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//apply the fresnel value to the emission
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o.Emission = fresnelColor;
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}
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#endif
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ENDCG
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}
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FallBack "Diffuse"
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FallBack "Standard"
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}
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