mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
84 lines
2.5 KiB
Plaintext
84 lines
2.5 KiB
Plaintext
Shader "DeMuenu/World/Hoppou/GhostWhite"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1)
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_EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0
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_BaseColor ("Base Color", Color) = (0.06,0.08,0.1,1)
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_FresnelColor ("Fresnel Color", Color) = (0.3,0.7,1,1)
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_Power ("Fresnel Power", Range(0.1, 8)) = 3
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_Intensity ("Fresnel Intensity", Range(0, 4)) = 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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// make fog work
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#pragma multi_compile_fog
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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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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float3 worldNormal : TEXCOORD2;
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float3 worldViewDir : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed4 _EmmissiveColor;
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float _EmmissiveStrength;
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fixed4 _BaseColor, _FresnelColor;
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float _Power, _Intensity;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.worldViewDir = _WorldSpaceCameraPos - worldPos;
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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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float3 N = normalize(i.worldNormal);
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float3 V = normalize(i.worldViewDir);
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// Schlick-style rim: (1 - N·V)^power
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float fresnel = pow(1.0 - saturate(dot(N, V)), _Power);
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * _Color ;
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col = float4(col.rgb + _FresnelColor.rgb * (fresnel * _Intensity), 1);
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// apply fog
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return col + (_EmmissiveColor * _EmmissiveStrength);
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}
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ENDCG
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}
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}
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}
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