meteorgame/Assets/AssetStoreEffects/Force Field.shader

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/*
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█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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____________________________________________________________________________________________________________________________________________
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"
}