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float4 frag(v2f i, float facing: VFACE): COLOR
{
float alphaMultiplier = smoothstep(_OutlineFadeDistance.x, _OutlineFadeDistance.y, distance(getCameraPosition(), i.worldPos));
clip(_LineWidth - 0.001);
float _alphaMask_tex_var = tex2D(_AlphaMask, TRANSFORM_TEX(i.uv, _AlphaMask));
fixed4 _main_tex_var = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex));
fixed4 col = tex2D(_OutlineTexture, TRANSFORM_TEX((i.uv + (_OutlineTexturePan.xy * _Time.g)), _OutlineTexture));
col.a *= alphaMultiplier;
clip(col.a * _alphaMask_tex_var - _Clip);
col *= _LineColor;
#ifdef LIGHTING
calculateLighting(i);
#endif
float4 finalColor = col;
#ifdef LIGHTING
applyLighting(finalColor);
#endif
finalColor.rgb += (col.rgb * _OutlineEmission);
return finalColor;
}
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