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ScienceLab.WeightAndMass/Assets/Materials/com.gleechi.unity.virtualgrasp/Runtime/Resources/GleechiHands/SH_GleechiHands.shader
2026-04-07 03:14:32 +03:00

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Shader "Gleechi/Hands"
{
Properties
{
_c1("ColorA", Color) = (1,1,1,1)
_c2("ColorB", Color) = (1,1,1,1)
_p("Power", Float) = 300
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Transparent+500" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _c1;
fixed4 _c2;
float _p;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float f = 1 - saturate(dot(normalize(v.normal), viewDir) / 100);
//o.color= f;
o.color = lerp(_c1,_c2,pow(f,_p));
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return i.color;
}
ENDCG
}
}
}