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-rw-r--r--shaders/unity/156-RimLighting.shader_test102
1 files changed, 102 insertions, 0 deletions
diff --git a/shaders/unity/156-RimLighting.shader_test b/shaders/unity/156-RimLighting.shader_test
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+# Built-in shader from Unity 5.0.0b19:
+# Surface/Rim
+# internal variant: DIRECTIONAL DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF LIGHTMAP_OFF SHADOWS_OFF
+# This shader GLSL dump is put under MIT license
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform vec4 unity_SHAr;
+uniform vec4 unity_SHAg;
+uniform vec4 unity_SHAb;
+uniform vec4 unity_SHBr;
+uniform vec4 unity_SHBg;
+uniform vec4 unity_SHBb;
+uniform vec4 unity_SHC;
+
+uniform mat4 _Object2World;
+uniform mat4 _World2Object;
+uniform vec4 _MainTex_ST;
+varying vec2 xlv_TEXCOORD0;
+varying vec3 xlv_TEXCOORD1;
+varying vec3 xlv_TEXCOORD2;
+varying vec3 xlv_TEXCOORD3;
+void main ()
+{
+ vec4 v_1;
+ v_1.x = _World2Object[0].x;
+ v_1.y = _World2Object[1].x;
+ v_1.z = _World2Object[2].x;
+ v_1.w = _World2Object[3].x;
+ vec4 v_2;
+ v_2.x = _World2Object[0].y;
+ v_2.y = _World2Object[1].y;
+ v_2.z = _World2Object[2].y;
+ v_2.w = _World2Object[3].y;
+ vec4 v_3;
+ v_3.x = _World2Object[0].z;
+ v_3.y = _World2Object[1].z;
+ v_3.z = _World2Object[2].z;
+ v_3.w = _World2Object[3].z;
+ vec3 tmpvar_4;
+ tmpvar_4 = normalize(((
+ (v_1.xyz * gl_Normal.x)
+ +
+ (v_2.xyz * gl_Normal.y)
+ ) + (v_3.xyz * gl_Normal.z)));
+ vec4 tmpvar_5;
+ tmpvar_5.w = 1.0;
+ tmpvar_5.xyz = tmpvar_4;
+ vec3 x2_6;
+ vec3 x1_7;
+ x1_7.x = dot (unity_SHAr, tmpvar_5);
+ x1_7.y = dot (unity_SHAg, tmpvar_5);
+ x1_7.z = dot (unity_SHAb, tmpvar_5);
+ vec4 tmpvar_8;
+ tmpvar_8 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
+ x2_6.x = dot (unity_SHBr, tmpvar_8);
+ x2_6.y = dot (unity_SHBg, tmpvar_8);
+ x2_6.z = dot (unity_SHBb, tmpvar_8);
+ gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
+ xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
+ xlv_TEXCOORD1 = tmpvar_4;
+ xlv_TEXCOORD2 = (_Object2World * gl_Vertex).xyz;
+ xlv_TEXCOORD3 = ((x1_7 + x2_6) + (unity_SHC.xyz * (
+ (tmpvar_4.x * tmpvar_4.x)
+ -
+ (tmpvar_4.y * tmpvar_4.y)
+ )));
+}
+
+[fragment shader]
+uniform vec3 _WorldSpaceCameraPos;
+uniform vec4 _WorldSpaceLightPos0;
+uniform vec4 _LightColor0;
+uniform sampler2D _MainTex;
+uniform vec4 _RimColor;
+uniform float _RimPower;
+varying vec2 xlv_TEXCOORD0;
+varying vec3 xlv_TEXCOORD1;
+varying vec3 xlv_TEXCOORD2;
+varying vec3 xlv_TEXCOORD3;
+void main ()
+{
+ vec4 c_1;
+ vec4 tmpvar_2;
+ tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
+ c_1.w = 0.0;
+ c_1.xyz = (tmpvar_2.xyz * xlv_TEXCOORD3);
+ vec4 c_3;
+ c_3.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * (max (0.0,
+ dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)
+ ) * 2.0));
+ c_3.w = 0.0;
+ c_1.xyz = ((c_1 + c_3).xyz + (_RimColor.xyz * pow (
+ (1.0 - clamp (dot (normalize(
+ normalize((_WorldSpaceCameraPos - xlv_TEXCOORD2))
+ ), xlv_TEXCOORD1), 0.0, 1.0))
+ , _RimPower)));
+ c_1.w = 1.0;
+ gl_FragData[0] = c_1;
+}
+