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- 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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