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Shader "Custom/RimColor" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimRang("Rim Range",range(0,1)) = 0.1
}
SubShader {
Pass
{
Cull Front
Tags { "Queue" = "Geometry-1" }
CGPROGRAM
#include "UnityCG.cginc"
struct v2f
{
float4 vertex:POSITION;
};
float4 _RimColor;
float _RimRang;
v2f vert(appdata_base v)
{
v2f o;
fixed4 vertex = v.vertex;
vertex.xyz+=v.normal.xyz*_RimRang;
o.vertex = mul(UNITY_MATRIX_MVP,vertex);
return o;
}
fixed4 frag (v2f IN):COLOR
{
return _RimColor;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
struct v2f
{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
v2f vert(appdata_base v)
{
v2f o;
o.uv = v.texcoord;
o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
return o;
}
fixed4 frag (v2f IN):COLOR
{
fixed4 c = tex2D(_MainTex, IN.uv);
return c;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack "Diffuse"
}