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