|
| 1 | +//Shader controls how much light is passed through object when the light source is behind the surface currently being rendered. |
| 2 | +//This can be useful for materials such as cloth or vegetation. |
| 3 | + |
| 4 | +Shader "Transmission" |
| 5 | +{ |
| 6 | + Properties |
| 7 | + { |
| 8 | + _MainTex ("Diffuse map", 2D) = "white" {} |
| 9 | + _Range ("Range", Range(0, 3)) = 1 |
| 10 | + } |
| 11 | + SubShader |
| 12 | + { |
| 13 | + Cull Off |
| 14 | + Tags {"RenderType"="Opaque"} |
| 15 | + Pass |
| 16 | + { |
| 17 | + Tags {"LightMode"="ForwardBase"} |
| 18 | + CGPROGRAM |
| 19 | + #pragma vertex vertex_shader |
| 20 | + #pragma fragment pixel_shader |
| 21 | + #pragma target 3.0 |
| 22 | + |
| 23 | + float4 _LightColor0, _MainTex_ST; |
| 24 | + sampler2D _MainTex; |
| 25 | + float _Range; |
| 26 | + |
| 27 | + struct structure |
| 28 | + { |
| 29 | + float4 vertex : SV_POSITION; |
| 30 | + float2 uv : TEXCOORD0; |
| 31 | + float3 normal : TEXCOORD1; |
| 32 | + }; |
| 33 | + |
| 34 | + structure vertex_shader (float4 vertex:POSITION,float3 normal:NORMAL,float2 uv:TEXCOORD0) |
| 35 | + { |
| 36 | + structure vs; |
| 37 | + vs.vertex = UnityObjectToClipPos( vertex ); |
| 38 | + vs.normal = normalize(mul(unity_ObjectToWorld,normal)); |
| 39 | + vs.uv = uv; |
| 40 | + return vs; |
| 41 | + } |
| 42 | + |
| 43 | + float4 pixel_shader(structure ps) : COLOR |
| 44 | + { |
| 45 | + float3 AmbientLight = UNITY_LIGHTMODEL_AMBIENT.rgb; |
| 46 | + float3 NormalDirection = ps.normal; |
| 47 | + float3 LightDirection = normalize(_WorldSpaceLightPos0.xyz); |
| 48 | + float3 LightColor = _LightColor0.rgb; |
| 49 | + float NdotL = dot( NormalDirection, LightDirection ); |
| 50 | + float3 ForwardLight = max(0.0, NdotL); |
| 51 | + float3 BackLight = max(0.0, -NdotL ) * float3(_Range,_Range,_Range); |
| 52 | + float3 DiffuseColor = (ForwardLight+BackLight) * LightColor + AmbientLight; |
| 53 | + float3 DiffuseMap = tex2D(_MainTex,ps.uv*_MainTex_ST.xy+_MainTex_ST.zw).rgb; |
| 54 | + return float4(DiffuseColor*DiffuseMap,1.0); |
| 55 | + } |
| 56 | + ENDCG |
| 57 | + } |
| 58 | + } |
| 59 | +} |
0 commit comments