66 lines
1.5 KiB
Plaintext
66 lines
1.5 KiB
Plaintext
Shader "Terrain Grid System/Unlit Fade" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_Offset ("Depth Offset", float) = -1
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_NearClip ("Near Clip", Range(0, 1000.0)) = 25.0
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_FallOff ("FallOff", Range(1, 1000.0)) = 50.0
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_FarFadeDistance ("Far Fade Distance", Float) = 10000
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_FarFadeFallOff ("Far Fade FallOff", Range(1, 1000.0)) = 50.0
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_CircularFadeDistance ("Circular Fade Distance", Float) = 250000
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_CircularFadeFallOff ("Circular Fade FallOff", Float) = 50.0
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_ZTest("ZTest", Int) = 4
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Offset [_Offset], [_Offset]
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest [_ZTest]
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ZWrite Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile __ TGS_NEAR_CLIP_FADE
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#pragma multi_compile __ TGS_FAR_FADE
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#pragma multi_compile __ TGS_CIRCULAR_FADE
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#include "UnityCG.cginc"
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#include "TGSCommon.cginc"
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struct AppData {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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fixed4 pos : SV_POSITION;
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fixed4 color: COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(AppData v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = UnityObjectToClipPos(v.vertex);
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APPLY_FADE(_Color, v.vertex, o.pos, o.color)
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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return i.color;
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}
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ENDCG
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}
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}
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}
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