Add visible bounding boxes around projection area

This commit is contained in:
2020-06-11 19:59:53 -07:00
parent a42084bf1c
commit 3c5fcedca4
8 changed files with 19 additions and 28 deletions

View File

@ -8,6 +8,7 @@ Shader "ConformalDecals/SelectionGlow"
_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
_RimColor("Rim Color", Color) = (0,0,0,0)
_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
}
SubShader
{
@ -27,6 +28,7 @@ Shader "ConformalDecals/SelectionGlow"
half _RimEdgeOpacity;
float _RimFalloff;
float4 _RimColor;
half _RimOpacity;
#include "UnityCG.cginc"
#include "Lighting.cginc"
@ -53,7 +55,7 @@ Shader "ConformalDecals/SelectionGlow"
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition));
half rim = 1.0 - saturate(dot (normalize(worldViewDir), i.worldNormal));
c.rgb = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
c.rgb = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a * _RimOpacity;
half edgeGlow = 0;
edgeGlow = max(edgeGlow, pow(1-saturate(i.uv.x / _RimEdgeGlow), _RimEdgePow));
edgeGlow = max(edgeGlow, pow(1-saturate(i.uv.y / _RimEdgeGlow), _RimEdgePow));