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