Shader "DeMuenu/World/Hoppou/GhostWhite" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1) _EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0 _BaseColor ("Base Color", Color) = (0.06,0.08,0.1,1) _FresnelColor ("Fresnel Color", Color) = (0.3,0.7,1,1) _Power ("Fresnel Power", Range(0.1, 8)) = 3 _Intensity ("Fresnel Intensity", Range(0, 4)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldNormal : TEXCOORD2; float3 worldViewDir : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _EmmissiveColor; float _EmmissiveStrength; fixed4 _BaseColor, _FresnelColor; float _Power, _Intensity; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldViewDir = _WorldSpaceCameraPos - worldPos; return o; } fixed4 frag (v2f i) : SV_Target { float3 N = normalize(i.worldNormal); float3 V = normalize(i.worldViewDir); // Schlick-style rim: (1 - N·V)^power float fresnel = pow(1.0 - saturate(dot(N, V)), _Power); // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Color ; col = float4(col.rgb + _FresnelColor.rgb * (fresnel * _Intensity), 1); // apply fog return col + (_EmmissiveColor * _EmmissiveStrength); } ENDCG } } }