NLDClient-yudde/ProjectNLD/Assets/ThirdParty/TerrainGridSystem/Resources/Shaders/UnlitFade.shader

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