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Object.shader
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Object.shader
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Shader "Lean/Common/Object"
{
Properties
{
_MainTex("Main Tex", 2D) = "white" {}
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_Color1("Color 1", Color) = (1.0, 0.5, 0.5, 1.0)
_Color2("Color 2", Color) = (0.5, 0.5, 1.0, 1.0)
_Rim("Rim", Float) = 1.0
_Shift("Shift", Float) = 1.0
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"PreviewType" = "Sphere"
"DisableBatching" = "True"
}
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
sampler2D _MainTex;
float4 _Color;
float4 _Color1;
float4 _Color2;
float _Rim;
float _Shift;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float3 normal : NORMAL;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 color : COLOR;
};
struct f2g
{
float4 color : SV_TARGET;
};
void Vert(a2v i, out v2f o)
{
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.texcoord0;
o.normal = mul((float3x3)UNITY_MATRIX_IT_MV, i.normal);
o.color = i.color * _Color;
}
void Frag(v2f i, out f2g o)
{
float rim = _Shift - pow(saturate(1.0f - normalize(i.normal).z), _Rim);
o.color = tex2D(_MainTex, i.uv) * lerp(_Color1, _Color2, rim) * i.color;
}
ENDCG
} // Pass
} // SubShader
} // Shader