Velvet

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Author: Patrik Svensson

Description

Velvet or Rim Light shader

Usage

  • Create a base texture with an alpha channel. The alpha channel should be a horizontal ramp, light to the left and dark to the right.
  • Assign it to the texture property of any material using this shader.
  • Tweak alpha channel to achieve desired effect

ShaderLab - Velvet Shader

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4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "Velvet" { 
     Properties { 
          _Color ("Main Color", Color) = (1,1,1,0.5) 
          _MainTex ("Base (RGB) Rim-Light Ramp (A)", 2D) = "white" {} 
     } 
     SubShader { 
          //For Velvet look, Make Self-Illumination Depend on Facig Ration 
          Pass { 
               Tags {"LightMode" = "PixelOrNone"} 
               Color [_PPLAmbient] 
          
               CGPROGRAM 
               // profiles arbfp1 
               // vertex vert 

               #include "UnityCG.cginc" 

               sampler2D _MainTex : register(s0); 

               struct v2f { 
                    V2F_POS_FOG; 
                    float2  uv : TEXCOORD0; 
                    float2  uv1 : TEXCOORD1; 
               }; 

               v2f vert (appdata_base v) 
               { 
                    v2f o; 
                    PositionFog( v.vertex, o.pos, o.fog ); 
                    o.uv = TRANSFORM_UV(0); 
             
                    float3 viewDir = normalize(ObjSpaceViewDir(v.vertex)); 
                
                    o.uv1.x = dot(viewDir,v.normal); 
                    o.uv1.y = 0.5; 
                
                    return o; 
               } 
          
               ENDCG 
          
               SetTexture [_MainTex] { 
                    constantColor [_Color] 
                    combine constant * texture 
               } 
               SetTexture [_MainTex] { 
                    constantColor (0,0,0,1) 
                    combine previous lerp(texture) constant 
               } 
          
          } 
       
          UsePass " Diffuse/PPL" 
     } 
    
     FallBack "Normal-Diffuse", 1 
}
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