Shader "ZED/Planetarium/FresnelShader" { Properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _FresnelFactor("Fresnel Factor", Range(0,1)) = 0.04 _FresnelExponent("Fresnel Exponent", Range(0,10)) = 5 } SubShader{ Tags{ "RenderType" = "Opaque" } Stencil{ Ref 148 Comp Always Pass replace } CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf SimpleSpecular fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _FresnelFactor; half _FresnelExponent; fixed4 _Color; half4 LightingSimpleSpecular(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { half NdotL = dot(s.Normal, lightDir); half4 c; half fresnel = _FresnelFactor + (1 - _FresnelFactor)*pow(1 - dot(s.Normal, viewDir), _FresnelExponent); half4 fresnelColor = 3.0*half4(0.382, 0.664, 1.0, 1.0)*fresnel; c.rgb = saturate(s.Albedo * _LightColor0.rgb * (NdotL * atten) + fresnelColor); c.a = s.Alpha; return c; } void surf(Input IN, inout SurfaceOutput o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }