ro-webgl/Assets/Shaders/Actor/FadeOut.shader
2021-12-21 09:40:39 +08:00

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Shader "Hero/FadeOut" {
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_MaskTex("Mask (RGB)", 2D) = "white" {}
_Strength("Strength", Range(0, 2)) = 2
_Muti_Color("Muti Color", Color) = (1,1,1,1)
_Add_Color("Add Color", Color) = (0,0,0,1)
_Rim_Color("Rim Color", Color) = (1,1,1,1)
_Rim_Strength("Rim Strength", Range(0, 1)) = 0
_ClrStrength("ClrStrength", Range(0, 1.7)) = 1.7
_Alpha("Alpha",Range(0, 1)) = 1
_StatueDegree("StatueDegree", Range(0, 1)) = 0
}
SubShader
{
Tags {
"IgnoreProjector" = "True"
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Pass
{
Name "FORWARD"
Tags {
"LightMode" = "ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "AutoLight.cginc"
uniform fixed3 _LightColor0;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed _Strength;
half _ClrStrength;
fixed4 _Rim_Color;
fixed4 _Muti_Color;
fixed4 _Add_Color;
fixed _Rim_Strength;
float _Alpha;
fixed _StatueDegree;
struct V2f {
fixed4 pos : SV_POSITION;
fixed2 uv0 : TEXCOORD0;
fixed4 posWorld : TEXCOORD1;
fixed3 normalDir : TEXCOORD2;
fixed3 fres : TEXCOORD3;
fixed3 col : COLOR;
fixed3 lightProbe : TEXCOORD5;
UNITY_FOG_COORDS(4)
};
V2f vert(appdata_full v) {
V2f o;
o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.normalDir = worldNormal;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.pos);
fixed3 lightDirection = _WorldSpaceLightPos0.xyz;
fixed3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - o.posWorld.xyz);
float sqrRim = sqrt(_Rim_Strength);
float rsqrRim = (1 - sqrt(sqrRim));
float ff = saturate(1 - max(0, dot(o.normalDir, viewDirection)));
o.fres = pow(ff, rsqrRim * 20)* _Rim_Color.rgb;
o.col = lerp(max(0,dot(lightDirection, o.normalDir))*_LightColor0,UNITY_LIGHTMODEL_AMBIENT.rgb,0.2);
fixed3 shCol = ShadeSH9(float4(worldNormal,1));
float f = step(0.001,shCol.r*shCol.g*shCol.b);
o.lightProbe = fixed3(1, 1, 1);// *(1 - f) + shCol * f;
return o;
}
fixed4 frag(V2f i) : SV_Target
{
fixed4 diff = tex2D(_MainTex, i.uv0) * _Color * _ClrStrength;
fixed4 col = fixed4((diff.rgb * _Muti_Color + diff.rgb * i.col + _Add_Color.rgb + i.fres), _Alpha);
fixed3 lpCol = col.rgb;
col.rgb = lpCol * _Strength;
fixed grey = dot(col.rgb, fixed3(0.299, 0.587, 0.114));
col.rgb = lerp(col.rgb, fixed3(grey, grey, grey), _StatueDegree);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
} //normal pass
}
//FallBack "Diffuse"
}