| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899 | Shader "FlatKit/LightPlane" {Properties{    [Header(Color alpha controls opacity)]    [HDR]_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0)    [Space(15)]    _Depth ("Depth Fade Distance", Range(1.0, 500.0)) = 100.0    [Space]    _CameraDistanceFadeFar("Camera Distance Fade Far", Float) = 10.0    _CameraDistanceFadeClose("Camera Distance Fade Close", Float) = 0.0    [Space]    _UvFadeX("UV Fade X", Range(0, 10)) = 0.1    _UvFadeY("UV Fade Y", Range(0, 10)) = 0.1    [ToggleOff]_AllowAlphaOverflow("Allow Alpha Overflow", Float) = 0.0}SubShader{    Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}    LOD 200    Blend SrcAlpha OneMinusSrcAlpha    Lighting Off ZWrite Off    Pass    {        CGPROGRAM        #pragma vertex vert        #pragma fragment frag        #pragma shader_feature _ _ALLOWALPHAOVERFLOW_OFF        #pragma multi_compile_fog;        #pragma target 3.0        #include "UnityCG.cginc"        fixed4 _Color;        float _Depth;        float _CameraDistanceFadeFar, _CameraDistanceFadeClose;        float _UvFadeX, _UvFadeY;        UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);        struct appdata{            float4 vertex : POSITION;            float2 texcoord : TEXCOORD0;            UNITY_VERTEX_INPUT_INSTANCE_ID        };        struct v2f{            float2 uv : TEXCOORD0;            UNITY_FOG_COORDS(1)            float3 dist :TEXCOORD3;            float4 projPos : TEXCOORD2;            float4 vertex : SV_POSITION;            UNITY_VERTEX_OUTPUT_STEREO        };        v2f vert (appdata i){            v2f o;            UNITY_SETUP_INSTANCE_ID(i);            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);            o.vertex = UnityObjectToClipPos(i.vertex);            o.uv = i.texcoord;            UNITY_TRANSFER_FOG(o,o.vertex);            o.dist = UnityObjectToViewPos(i.vertex);            o.projPos = ComputeScreenPos(o.vertex);            UNITY_TRANSFER_DEPTH(o.projPos);            return o;        }        fixed4 frag(v2f i) : SV_TARGET        {            fixed4 c = _Color;            const float scene_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));            const float object_depth = i.projPos.z + length(i.dist);            const float depth_fade = saturate((scene_depth - object_depth) / _Depth);            c.a *= saturate((depth_fade * length(i.dist) - _CameraDistanceFadeClose) / (_CameraDistanceFadeFar - _CameraDistanceFadeClose));            const float fade_uv_x = pow(smoothstep(1, 0, abs(i.uv.x * 2 - 1)), _UvFadeX);            const float fade_uv_y = pow(smoothstep(1, 0, abs(i.uv.y * 2 - 1)), _UvFadeY);            c.a *= fade_uv_x * fade_uv_y;#ifdef _ALLOWALPHAOVERFLOW_OFF            c.a = saturate(c.a);#endif            UNITY_APPLY_FOG(i.fogCoord, c);            return c;        }    ENDCG}}FallBack "Diffuse"}
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