144 lines
3.3 KiB
Plaintext
144 lines
3.3 KiB
Plaintext
Shader "PXR/HandRay"
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{
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Properties
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{
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_MainTex ("MainTex", 2D) = "white" {}
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_AlphaIntensity("AlphaIntensity",Range(0,1))=0.5
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[Header(Fresnel)]
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_FresnelColor("FresnelColor",Color) = (1,1,1,1)
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_FresnelSize("FresnelSize",Range(0,5))=1
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_FresnelPower("FresnelPower",Range(0,10))=1
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[Space(10)]
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_NonFresnelColor("NonFresnelColor",Color)=(1,1,1,1)
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}
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CGINCLUDE
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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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float2 uv : TEXCOORD0;
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float3 normal:NORMAL;
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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 wsPos :TEXCOORD1;
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float3 nDir :TEXCOORD2;
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform fixed _FresnelSize;
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uniform fixed _FresnelPower;
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uniform fixed4 _FresnelColor;
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uniform fixed _AlphaIntensity;
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uniform fixed4 _NonFresnelColor;
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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.wsPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.nDir = UnityObjectToWorldNormal(v.normal);
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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 wsPos = i.wsPos;
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float3 nDir = i.nDir;
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float3 vDir = normalize(_WorldSpaceCameraPos - wsPos);
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//菲涅尔区域
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float fresnelMask = 1 - saturate(dot(vDir, nDir));
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//菲涅尔值
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float fresnel = pow(fresnelMask, _FresnelSize) * _FresnelPower;
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//菲涅尔区域颜色值
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fixed3 fresnelColor = _FresnelColor.rgb * fresnel;
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//非菲涅尔区域颜色值
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float nonFresnelMask = 1 - fresnel;
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_NonFresnelColor *= nonFresnelMask;
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//透明度贡献值
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float circleAlpha = saturate(fresnel + _AlphaIntensity);
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fixed4 finalColor = fixed4(saturate(fresnelColor + _NonFresnelColor), circleAlpha);
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return finalColor;
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}
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ENDCG
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Pass
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{
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Name "Depth"
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Tags
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{
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"LightMode" = "SRPDefaultUnlit"
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}
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ZWrite On
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ColorMask 0
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}
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Pass
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{
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Name "Fresnel"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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ENDCG
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}
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Pass
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{
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Name "Depth"
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ZWrite On
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ColorMask 0
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}
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Pass
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{
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Name "Fresnel"
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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ENDCG
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}
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}
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} |