90 lines
2.3 KiB
Plaintext
90 lines
2.3 KiB
Plaintext
Shader "Gleechi/Glass"
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{
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Properties
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{
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[NOSCALEOFFSET] _diffuse_HDR("diffuse map", Cube) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue"= "Transparent"}
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LOD 100
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Pass
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{
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//Cull Off
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ZWrite Off
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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float3 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 normal : NORMAL;
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float3 color : COLOR;
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float alpha : TEXCOORD;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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samplerCUBE _diffuse_HDR;
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
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float f = 1 - saturate(dot(normalize(v.normal), viewDir) / 100);
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o.alpha = lerp(0, 1.34, pow(f, 177));
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o.normal = UnityObjectToWorldNormal(v.normal);
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float3 wsViewDir = WorldSpaceViewDir(float4 (v.vertex.xyz,1));
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o.normal = reflect(-wsViewDir, o.normal);
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o.color = v.color;
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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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fixed4 col = fixed4(i.color,1);
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fixed4 diffuseLight = texCUBElod(_diffuse_HDR, float4(i.normal, 1));
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diffuseLight /= diffuseLight + 1;
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col *= diffuseLight;
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col.a = saturate(i.alpha);
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//col = (i.alpha);
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return col;
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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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