XRay.shader 821 B

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  1. Shader "Hololens Shader Pack/XRay"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (0.26,0.19,0.16,0.0)
  6. _Offset("Offset", Range(0.0,1.0)) = 0.0
  7. _Scale("Scale", Range(0.0,10.0)) = 1.0
  8. _RimPower("Rim Power", Range(0.1,8.0)) = 3.0
  9. }
  10. SubShader{
  11. Cull Back
  12. ZWrite Off
  13. Blend OneMinusDstColor One // Soft Additive
  14. Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
  15. CGPROGRAM
  16. #include "HoloCP.cginc"
  17. #pragma surface surf Lambert
  18. struct Input {
  19. fixed3 viewDir;
  20. fixed3 worldPos;
  21. };
  22. fixed4 _Color;
  23. fixed _Offset;
  24. fixed _Scale;
  25. fixed _RimPower;
  26. void surf(Input IN, inout SurfaceOutput o) {
  27. half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
  28. o.Emission = saturate(_Color.rgb * (_Offset + _Scale * pow(rim, _RimPower)));
  29. }
  30. ENDCG
  31. }
  32. Fallback "Diffuse"
  33. }