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2.2 KiB

Shader "Custom/MatCapShine"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
_MatCapStrength ("MatCapStrength", Range (0,3)) = 1
_ShineRamp ("ShineRamp", 2D) = "white" {}
_ShineStrength ("Shine Strength", Range (0,5)) = 2
_ScrollSpeed ("Shine Scroll Speed", Float) = 10.0
}
Subshader
{
Tags { "RenderType"="Opaque" }
Pass
{
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv1 : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 cap : TEXCOORD2;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv1 : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 cap : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
uniform float4 _MainTex_ST;
uniform float4 _ShineRamp_ST;
uniform float _ScrollSpeed;
uniform sampler2D _MainTex;
uniform sampler2D _ShineRamp;
uniform sampler2D _MatCap;
uniform float _MatCapStrength;
uniform float _ShineStrength;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv1 = TRANSFORM_TEX(v.uv1, _MainTex);
//effect uvs
o.uv2 = TRANSFORM_TEX(v.uv2, _ShineRamp) + frac(float2(_ScrollSpeed, _ScrollSpeed) * _Time);
//view normals
float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
o.cap.xy = worldNorm.xy * 0.5 + 0.5;
//fog
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
float4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv1);
fixed4 shine = tex2D(_ShineRamp, i.uv2) * _ShineStrength;
float4 matCap = tex2D(_MatCap, i.cap) * _MatCapStrength;
float4 col = tex * matCap * 2.0 + shine;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "VertexLit"
}