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XRay.shader
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Shader "LX/XRay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Geometry+1"
}
LOD 100
Pass
{
Stencil
{
Ref 254
Comp Always
Pass Replace
ZFail Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 lightDir = UnityWorldSpaceLightDir(i.worldPos);
float3 normal = normalize(i.worldNormal);
float4 ambient = UNITY_LIGHTMODEL_AMBIENT.rgba;
float diffuse = saturate(dot(normal, lightDir));
fixed4 col = tex2D(_MainTex, i.uv) * diffuse + ambient;
return col;
}
ENDCG
}
Pass
{
Stencil
{
Ref 254
Comp NotEqual
Pass Keep
ZFail Keep
}
Blend SrcAlpha OneMinusSrcAlpha
zwrite off
ztest greater
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 normal = normalize(i.worldNormal);
float diffuse = 1 - saturate(dot(normal, viewDir));
fixed4 col = fixed4(0, 0, diffuse, diffuse);
return col;
}
ENDCG
}
}
}