I_Jemin

Add Cloaking Shader

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Shader "I_Jemin/Cloaking" {
Properties {
_MainTex("Albedo Texture",2D) = "white" {}
_DeformMap("Cloaking Extran Deform Map",2D) = "black" {}
_NormalMap("Normal Map",2D) = "black" {}
_Opacity("Opacity",Range(0,1)) = 0.1
_DeformIntense("Deform by Normal Intensity",Range(0,3)) = 1
_RimPow("Rim Pow",Range(0,60)) = 30
_RimColor("Rim Color",Color) = (0,1,1,1)
}
SubShader {
Tags { "Queue" = "Transparent" "RenderType" = "Transparent"}
zwrite off
GrabPass {}
CGPROGRAM
#pragma surface surf CloakingLight noambient novertexlights noforwardadd
#pragma target 3.0
sampler2D _GrabTexture;
sampler2D _DeformMap;
sampler2D _MainTex;
sampler2D _NormalMap;
float _DeformIntense;
float _Opacity;
float _RimPow;
float3 _RimColor;
struct Input
{
float4 color:COLOR;
float4 screenPos;
float2 uv_DeformMap;
float2 uv_MainTex;
float2 uv_NormalMap;
float3 viewDir;
};
void surf(Input IN, inout SurfaceOutput o) {
o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
float4 c = tex2D(_MainTex,IN.uv_MainTex);
float2 noiseOffset = tex2D(_DeformMap,IN.uv_DeformMap).rg;
noiseOffset *= o.Normal.z * 0.1;
float2 uv_screen = IN.screenPos.rg/IN.screenPos.a;
uv_screen += o.Normal.rg * _DeformIntense;
fixed3 mappingScreenColor = tex2D(_GrabTexture,uv_screen + noiseOffset);
float rimBrightness = 1 - saturate(dot(IN.viewDir,o.Normal));
rimBrightness = pow(rimBrightness,_RimPow);
o.Emission = mappingScreenColor * (1-_Opacity) + _RimColor * rimBrightness;
o.Albedo = c.rgb;
}
fixed4 LightingCloakingLight(SurfaceOutput s, float3 lightDir, float atten)
{
return fixed4(s.Albedo * _Opacity * _LightColor0,1);
}
ENDCG
}
FallBack "Regacy Shaders/Transparent/Vertexlit"
}
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