diff options
Diffstat (limited to 'shaders/unity/156-RimLighting.shader_test')
-rw-r--r-- | shaders/unity/156-RimLighting.shader_test | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/shaders/unity/156-RimLighting.shader_test b/shaders/unity/156-RimLighting.shader_test new file mode 100644 index 0000000..e553da6 --- /dev/null +++ b/shaders/unity/156-RimLighting.shader_test @@ -0,0 +1,102 @@ +# 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; +} + |