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dungeons/Assets/UltimateXR/Runtime/Shaders/Hands/TransparentHand.shader
2024-08-06 21:58:35 +02:00

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Shader "UltimateXR/Hands/Transparent Hand"
{
Properties
{
_Color("Color", Color) = (0.5, 0.65, 1.0, 0.4)
_RimPower ("Rim Power", Range(1.0, 32.0)) = 10.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha One
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD0;
float3 viewDir : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half _RimPower;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
col.a = cos(dot(i.normal, i.viewDir));
col.a = pow(col.a, _RimPower) * _Color.a;
return col;
}
ENDCG
}
}
}