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Question by hirohayashivfx · Aug 25, 2020 at 02:28 PM · shaderglsl

I cant get the GLSL Shader working,,,

I wanted to do make a shield effect.Like the URL below.

https://qiita.com/edo_m18/items/63df01d0efe394c515b0

I changed the [varying] to [out] but it will not work as expected. I tried but cant find the answer.Can somebody helpme,,,?

Thanks.

 Shader "Unlit/Shield"
 {
     Properties
     {
         _MainTex("Texture", 2D) = "white" {}
         _Color("Color", Color) = (1, 1, 1, 0.5)
 
     }
         SubShader
     {
        Tags { "Queue" = "Transparent" }
        Pass
        {
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
 
 
            GLSLPROGRAM
 
            uniform vec4 _Color;
 
            uniform vec3 _WorldSpaceCameraPos;
 
            uniform mat4 _Object2World;
 
            uniform mat4 _World2Object;
 
            out vec3 varyingNormalDirection;
 
            out vec3 varyingViewDirection;
 
 
            #ifdef VERTEX
            void main()
            {
                mat4 modelMatrix = _Object2World;
                mat4 modelMatrixInverse = _World2Object;
 
                varyingNormalDirection = normalize(vec3(vec4(gl_Normal, 0.0) * modelMatrixInverse));
                varyingViewDirection = normalize(_WorldSpaceCameraPos - vec3(modelMatrix * gl_Vertex));
 
                gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
            }
            #endif
 
 
            #ifdef FRAGMENT
            void main()
            {
                vec3 normalDirection = normalize(varyingNormalDirection);
                vec3 viewDirection = normalize(varyingViewDirection);
 
                float newOpacity = min(1.0, _Color.a / abs(dot(viewDirection, normalDirection)));
 
                gl_FragColor = vec4(_Color.rgb, newOpacity);
 
            }
            #endif
 
 
            ENDGLSL
        }
     }
 }


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