66 lines
1.5 KiB
Plaintext
66 lines
1.5 KiB
Plaintext
Shader "Gleechi/Hands"
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{
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Properties
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{
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_c1("ColorA", Color) = (1,1,1,1)
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_c2("ColorB", Color) = (1,1,1,1)
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_p("Power", Float) = 300
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Transparent+500" }
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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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#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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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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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _c1;
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fixed4 _c2;
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float _p;
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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_INITIALIZE_OUTPUT(v2f, 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.color= f;
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o.color = lerp(_c1,_c2,pow(f,_p));
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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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return i.color;
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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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