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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
-
-
- Shader "ApcShader/XRayEffect"
- {
- Properties
- {
- _MainTex("Base 2D", 2D) = "white"{}
- _XRayColor("XRay Color", Color) = (0.11,0.4,0.81,1)
- }
-
- SubShader
- {
- Tags{ "Queue" = "Geometry+100" "RenderType" = "Opaque" }
-
- //��ȾX��Ч����Pass
- Pass
- {
- Blend SrcAlpha One
- ZWrite Off
- ZTest Greater
-
- CGPROGRAM
- #include "Lighting.cginc"
- fixed4 _XRayColor;
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 normal : normal;
- float3 viewDir : TEXCOORD0;
- };
-
- v2f vert (appdata_base v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.viewDir = ObjSpaceViewDir(v.vertex);
- o.normal = v.normal;
- return o;
- }
-
- fixed4 frag(v2f i) : SV_Target
- {
- float3 normal = normalize(i.normal);
- float3 viewDir = normalize(i.viewDir);
- float rim = 1 - dot(normal, viewDir);
- return _XRayColor * rim;
- }
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
-
- //������Ⱦ��Pass
- Pass
- {
- ZWrite On
- CGPROGRAM
- #include "Lighting.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- v2f vert(appdata_base v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
- fixed4 frag(v2f i) : SV_Target
- {
- half4 col = tex2D(_MainTex, i.uv);
- clip(col.a - 0.05);
- return col;
- }
-
- #pragma vertex vert
- #pragma fragment frag
- ENDCG
- }
- }
-
- FallBack "Diffuse"
- }
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