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Shader "Hidden/Runtime Gizmos" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata_unlit {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct appdata_shaded {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f_unlit {
float4 vertex : SV_POSITION;
};
struct v2f_shaded {
float4 vertex : SV_POSITION;
float fresnelValue : TEXCOORD0;
};
v2f_shaded vert_shaded (appdata_shaded v) {
v2f_shaded o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
o.fresnelValue = lerp(0.39, 0.66, saturate(dot(v.normal, viewDir)));
return o;
}
v2f_unlit vert_unlit (appdata_unlit v) {
v2f_unlit o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 _Color;
fixed4 frag_shaded (v2f_shaded i) : SV_Target {
return _Color * i.fresnelValue;
}
fixed4 frag_unlit(v2f_unlit i) : SV_Target{
return _Color;
}
ENDCG
SubShader {
//Pass 0 : Unlit solid
Pass {
Blend One Zero
ZWrite On
ZTest On
CGPROGRAM
#pragma vertex vert_unlit
#pragma fragment frag_unlit
ENDCG
}
//Pass 1 : Unlit transparent
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest On
CGPROGRAM
#pragma vertex vert_unlit
#pragma fragment frag_unlit
ENDCG
}
//Pass 2 : Shaded solid
Pass {
Blend One Zero
ZWrite On
ZTest On
CGPROGRAM
#pragma vertex vert_shaded
#pragma fragment frag_shaded
ENDCG
}
//Pass 3 : Shaded transparent
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest On
CGPROGRAM
#pragma vertex vert_shaded
#pragma fragment frag_shaded
ENDCG
}
}
}