Shader "PolygonArsenal/PolyRimLightTransparent" { Properties { _InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0) _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) _RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0 _RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0 } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" } Cull Back Lighting Off Blend One One CGPROGRAM #pragma surface surf Lambert struct Input { float3 viewDir; }; float4 _InnerColor; float4 _RimColor; float _RimWidth; float _RimGlow; void surf (Input IN, inout SurfaceOutput o) { o.Albedo = _InnerColor.rgb; half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal)); o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth); } ENDCG } Fallback "Diffuse" }