78 lines
1.4 KiB
Plaintext
78 lines
1.4 KiB
Plaintext
Shader "OIT/WBOIT/WBOITSimpleTranspatent"
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{
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Properties
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{
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass {
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Tags { "LightMode" = "WBOIT" }
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ZWrite Off
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Blend 0 One One
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Blend 1 Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Lighting.cginc"
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Alpha;
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struct a2v
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD2;
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float z : TEXCOORD3;
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};
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v2f vert(a2v v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.z = abs(UnityObjectToViewPos(v.vertex).z);
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return o;
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}
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float w(float z, float alpha)
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{
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return alpha * max(1e-2, min(3 * 1e3, 0.03 / (1e-5 + pow(z / 200, 4))));
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}
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void frag(v2f i, out float4 color : SV_Target0, out float4 alpha : SV_Target1){
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fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;
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fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;
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fixed3 C = (albedo.rgb) * _Alpha;
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color = float4(C, _Alpha) * w(i.z, _Alpha);
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alpha = albedo.aaaa;
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}
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ENDCG
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}
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}
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}
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