#ifndef STABLE_FRESNEL_COMMON #define STABLE_FRESNEL_COMMON half4 _EdgeColor; // Color and alpha of the fresnel effect half4 _Color; // Color and alpha of the base of the object half4 _EdgeData; // Min, Max, Power, Blend values sampler2D _MainTex; float4 _MainTex_ST; struct appdata_fresnel { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct fresnel_vertex { float4 pos : SV_POSITION; float3 worldPos : TEXCOORD0; float3 worldNormal : TEXCOORD1; float2 uv : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; fresnel_vertex vert(appdata_fresnel v) { fresnel_vertex o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv = o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldNormal = UnityObjectToWorldNormal(v.normal); return o; } half4 fragEmpty(fresnel_vertex i) : COLOR { return half4(0,0,0,1); } half4 fragRimShader(fresnel_vertex i) : COLOR { half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); half rim = saturate(((1.0 - saturate(dot(normalize(worldViewDir), i.worldNormal))) - _EdgeData.x) / (_EdgeData.y - _EdgeData.x)); half processedRim = (3 + _EdgeData.z) * pow(rim, _EdgeData.z + 1) - (2 + _EdgeData.z) * pow(rim, _EdgeData.z + 2); return lerp(_Color, _EdgeColor, lerp(rim, processedRim, _EdgeData.w)) * tex2D(_MainTex, i.uv).rgba; } #endif // STABLE_FRESNEL_COMMON