69 lines
1.8 KiB
Plaintext
69 lines
1.8 KiB
Plaintext
Shader "HighlightPlus/Geometry/IconFX"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_DarkColor ("Dark Color", Color) = (0.5, 0.5, 0.5,1)
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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LOD 200
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Pass
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{
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ZWrite Off
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Blend SrcAlpha 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 "UnityCG.cginc"
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half4 _Color, _DarkColor;
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float2 uv : 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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float3 normal : TEXCOORD1;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata 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.normal = UnityObjectToWorldNormal(v.normal);
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o.color = v.color;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 finalColor = i.color;
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// Basic Lambertian reflection (diffuse lighting)
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float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
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float lambert = max(dot(i.normal, lightDir), 0);
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// Apply lighting to final color
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finalColor = lerp(_DarkColor, _Color, lambert);
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return finalColor;
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}
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ENDCG
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}
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}
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} |