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Cielonos/Assets/External VFXs/Matthew Guz/Shaders Pack/Shader/URP/HLSL/Transparent_URP.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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Shader "MatthewGuz/Transparent_URP"
{
Properties
{
_Color ("Base Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.01
_Transparency ("Transparency", Range(0, 1)) = 0.5
_AngleThreshold ("Angle Threshold", Range(0, 1)) = 0.3 // Controls the visibility of internal parts
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Back // Hide back faces
ZWrite On
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
sampler2D _MainTex;
float4 _Color;
float4 _OutlineColor;
float _OutlineWidth;
float _Transparency;
float _AngleThreshold; // New parameter to control visibility angle
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
// Calculate view direction from the object to the camera
o.viewDir = normalize(WorldSpaceViewDir(v.vertex));
return o;
}
float4 frag (v2f i) : SV_Target
{
// Calculate the angle between the view direction and the normal to hide internal parts
float visibility = dot(i.worldNormal, i.viewDir);
// Discard fragments that are not sufficiently visible
if (visibility > -_AngleThreshold && visibility < _AngleThreshold)
{
discard;
}
// Base texture
float4 texColor = tex2D(_MainTex, i.uv) * _Color;
// Outline based on the camera angle
float outlineFactor = smoothstep(1.0 - _OutlineWidth, 1.0, abs(visibility));
// Apply transparency and mix the color
float4 finalColor = lerp(_OutlineColor, texColor, outlineFactor);
finalColor.a *= _Transparency;
return finalColor;
}
ENDHLSL
}
}
FallBack "Transparent/Cutout/VertexLit"
}