[TASK] Working on duck-catching minigame
This commit is contained in:
@@ -0,0 +1,40 @@
|
||||
Shader "PolygonArsenal/PolyRimLightSolid"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
|
||||
_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
|
||||
_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
|
||||
|
||||
Cull Back
|
||||
Lighting Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert
|
||||
|
||||
struct Input
|
||||
{
|
||||
float3 viewDir;
|
||||
};
|
||||
|
||||
float4 _InnerColor;
|
||||
float4 _RimColor;
|
||||
float _RimWidth;
|
||||
float _RimGlow;
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o)
|
||||
{
|
||||
o.Albedo = _InnerColor.rgb;
|
||||
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
|
||||
o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
}
|
||||
Reference in New Issue
Block a user