Looking-Glass/Assets/VRTemplateAssets/Shaders/TexturedStableFresnelCommon.cginc
2024-02-02 12:54:47 +01:00

55 lines
1.5 KiB
HLSL

#ifndef STABLE_FRESNEL_COMMON
#define STABLE_FRESNEL_COMMON
half4 _EdgeColor; // Color and alpha of the fresnel effect
half4 _Color; // Color and alpha of the base of the object
half4 _EdgeData; // Min, Max, Power, Blend values
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata_fresnel
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct fresnel_vertex
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float2 uv : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
fresnel_vertex vert(appdata_fresnel v)
{
fresnel_vertex o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
half4 fragEmpty(fresnel_vertex i) : COLOR
{
return half4(0,0,0,1);
}
half4 fragRimShader(fresnel_vertex i) : COLOR
{
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x));
half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2);
return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba;
}
#endif // STABLE_FRESNEL_COMMON