ProjectDDD/Assets/External/HighlightPlus/Runtime/Resources/HighlightPlus/HighlightIconFX.shader
2025-08-13 21:21:35 +09:00

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