// リム計算(共通)
float calcRim(float3 localPos, float3 localNormal)
{
float3 localCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)).xyz;
float3 Eye = normalize(
float3(localCamPos.x, localCamPos.y, 0)
- float3(localPos.x, localPos.y, 0)
);
float3 normalXY = normalize(float3(localNormal.x, localNormal.y, 0) 1e-6);
float d = saturate(abs(1 - max(0, dot(normalXY, Eye))));
return d;
}
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