66 lines
1.6 KiB
Plaintext
66 lines
1.6 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TOZ/Object/TriProj/Local/Unlit" {
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Properties {
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_MainTex("Base (RGB)", 2D) = "white" {}
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_Blend("Blending", Range (0.0, 0.5)) = 0.2
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}
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SubShader {
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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LOD 100
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Pass {
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Name "BASE"
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Tags { "LightMode" = "Always" }
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Blend;
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struct a2v {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : SV_POSITION;
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float4 coord0 : TEXCOORD0;
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float2 coord1 : TEXCOORD1;
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float3 norm : TEXCOORD2;
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UNITY_FOG_COORDS(3)
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};
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v2f vert(a2v v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.coord0.xy = (v.vertex.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
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o.coord0.zw = (v.vertex.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
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o.coord1.xy = (v.vertex.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
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fixed3 n = max(abs(v.normal) - _Blend, 0);
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o.norm = n / (n.x + n.y + n.z).xxx;
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UNITY_TRANSFER_FOG(o, o.pos);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 cz = tex2D(_MainTex, i.coord0.xy) * i.norm.xxxx;
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fixed4 cy = tex2D(_MainTex, i.coord0.zw) * i.norm.yyyy;
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fixed4 cx = tex2D(_MainTex, i.coord1.xy) * i.norm.zzzz;
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fixed4 col = cz + cy + cx;
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UNITY_APPLY_FOG(i.fogCoord, col);
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UNITY_OPAQUE_ALPHA(col.a);
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return col;
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}
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ENDCG
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}
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}
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Fallback "Unlit/Texture"
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} |