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The whole look is driven by the + // single _BaseColor tint, so placement code just swaps green <-> red. + // ===================================================================== + Pass + { + Name "Ghost" + Tags { "LightMode" = "UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Cull [_Cull] + + HLSLPROGRAM + #pragma target 3.0 + #pragma vertex GhostVertex + #pragma fragment GhostFragment + #pragma multi_compile_instancing + #pragma multi_compile_fog + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + float fogFactor : TEXCOORD2; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings GhostVertex(Attributes IN) + { + Varyings OUT = (Varyings)0; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + + VertexPositionInputs posInput = GetVertexPositionInputs(IN.positionOS.xyz); + VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normalOS); + + OUT.positionCS = posInput.positionCS; + OUT.positionWS = posInput.positionWS; + OUT.normalWS = normalInput.normalWS; + OUT.fogFactor = ComputeFogFactor(posInput.positionCS.z); + return OUT; + } + + half4 GhostFragment(Varyings IN) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + half3 normalWS = normalize(IN.normalWS); + half3 viewDirWS = normalize(GetWorldSpaceViewDir(IN.positionWS)); + + // Fresnel rim: bright on grazing angles so the edge glows. + half fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), _RimPower); + half rim = fresnel * _RimIntensity; + + // Breathing pulse so the ghost feels alive without moving. + half pulse = lerp(_PulseMin, _PulseMax, sin(_Time.y * _PulseSpeed) * 0.5 + 0.5); + + half3 color = _BaseColor.rgb * pulse; + half alpha = saturate(_FillOpacity + rim) * pulse * _BaseColor.a; + + color = MixFog(color, IN.fogFactor); + return half4(color, saturate(alpha)); + } + ENDHLSL + } + } + + FallBack Off +} diff --git a/Assets/GAME/Shaders/Build/BuildGhost.shader.meta b/Assets/GAME/Shaders/Build/BuildGhost.shader.meta new file mode 100644 index 00000000..4d3c55c6 --- /dev/null +++ b/Assets/GAME/Shaders/Build/BuildGhost.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 01ec73b09ab24074aa14384a8ae4ec7e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GAME/Shaders/Build/GAME_BuildGhost_Good.mat b/Assets/GAME/Shaders/Build/GAME_BuildGhost_Good.mat new file mode 100644 index 00000000..ad46ab55 --- /dev/null +++ b/Assets/GAME/Shaders/Build/GAME_BuildGhost_Good.mat @@ -0,0 +1,38 @@ +%YAML 1.1 +%TAG !u! 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