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- #pragma target 3.0
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 uv1 : TEXCOORD1;
- fixed4 diff : COLOR;
- };
- float _FurLength;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _FurTex;
- float4 _FurTex_ST;
- float _Blur;
- v2f vert(appdata_base v) {
- v2f o;
- v.vertex.xyz += v.normal * _FurLength * FURSTEP;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uv1 = TRANSFORM_TEX(v.texcoord, _FurTex);
- float3 worldNormal = normalize(mul(v.normal, (float3x3) unity_WorldToObject));
- o.diff = LambertDiffuse(worldNormal);
- o.diff.a = 1 - (FURSTEP * FURSTEP);
- float4 worldPos = mul(unity_WorldToObject, v.vertex);
- o.diff.a += dot(normalize(_WorldSpaceCameraPos.xyz - worldPos), worldNormal) - _Blur;
- return o;
- }
- float _CutOff;
- float _Thickness;
- fixed4 frag(v2f i) : SV_Target {
- fixed4 col = tex2D(_MainTex, i.uv);
- fixed alpha = tex2D(_FurTex, i.uv1).r;
- col *= i.diff;
- col.a *= step(lerp(_CutOff, _CutOff + _Thickness, FURSTEP), alpha);
- return col;
- }
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