Shader "NRSDK/Holo_face" { Properties { _node_5051 ("node_5051", Color) = (0.3014706,1,0.9691825,1) _node_2675 ("node_2675", Range(0, 10)) = 4.213583 _node_3534 ("node_3534", Range(0, 1)) = 0.9881258 } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog //#pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform float4 _node_5051; uniform float _node_2675; uniform float _node_3534; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; }; struct VertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float3 normalDir : TEXCOORD1; UNITY_FOG_COORDS(2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float3 normalDirection = i.normalDir; ////// Lighting: float3 node_5334 = (pow(1.0-max(0,dot(i.normalDir, viewDirection)),_node_2675)*_node_5051.rgb*_node_3534); float3 finalColor = node_5334; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }