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Shader "2Ginge/Potion/URP_Glass"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,1)
_FresnelTightness ("Fresnel Tightness", Float) = 0
[HideInInspector]_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "Queue"="Transparent" "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 viewDirWS : TEXCOORD2;
float4 color : COLOR;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _TintColor;
float _FresnelTightness;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.viewDirWS = GetWorldSpaceViewDir(TransformObjectToWorld(IN.positionOS.xyz));
OUT.color = IN.color;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
IN.normalWS = normalize(IN.normalWS);
float3 viewDir = normalize(IN.viewDirWS);
float4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
float fresnel = pow(1.0 - saturate(dot(IN.normalWS, viewDir)), _FresnelTightness);
float3 emissive = texColor.rgb * IN.color.rgb * _TintColor.rgb * 2.0;
float alpha = (texColor.a * IN.color.a * _TintColor.a) + fresnel;
return float4(emissive, alpha);
}
ENDHLSL
}
}
}