/* ███████╗░█████╗░██████╗░░█████╗░███████╗  ███████╗██╗███████╗██╗░░░░░██████╗░ ██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝  ██╔════╝██║██╔════╝██║░░░░░██╔══██╗ █████╗░░██║░░██║██████╔╝██║░░╚═╝█████╗░░  █████╗░░██║█████╗░░██║░░░░░██║░░██║ ██╔══╝░░██║░░██║██╔══██╗██║░░██╗██╔══╝░░  ██╔══╝░░██║██╔══╝░░██║░░░░░██║░░██║ ██║░░░░░╚█████╔╝██║░░██║╚█████╔╝███████╗  ██║░░░░░██║███████╗███████╗██████╔╝ ╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░╚════╝░╚══════╝  ╚═╝░░░░░╚═╝╚══════╝╚══════╝╚═════╝░ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/Force Field" { Properties { _MainTex ("Texture", 2D) = "white" {} [HDR] _Color ("Color", Color) = (1,1,1,1) _FresnelPower("Fresnel Power", Range(0, 10)) = 3 _ScrollDirection ("Scroll Direction", float) = (0, 0, 0, 0) } SubShader { Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha LOD 100 Cull Back Lighting Off ZWrite On Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #ifndef SHADER_API_D3D11 #pragma target 3.0 #else #pragma target 4.0 #endif struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; fixed3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float rim : TEXCOORD1; float4 position : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; half _FresnelPower; half2 _ScrollDirection; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) fixed3 viewDir; v2f vert (appdata vert) { v2f output; output.position = UnityObjectToClipPos(vert.vertex); output.uv = TRANSFORM_TEX(vert.uv, _MainTex); viewDir = normalize(ObjSpaceViewDir(vert.vertex)); output.rim = 1.0 - saturate(dot(viewDir, vert.normal)); output.uv += _ScrollDirection * _Time.y; return output; } fixed4 pixel; fixed4 frag (v2f input) : SV_Target { pixel = tex2D(_MainTex, input.uv) * _Color * pow(_FresnelPower, input.rim); pixel = lerp(0, pixel, input.rim); return clamp(pixel, 0, _Color); } ENDCG } } FallBack "Diffuse" }