LightPlane.shader 2.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899
  1. Shader "FlatKit/LightPlane" {
  2. Properties
  3. {
  4. [Header(Color alpha controls opacity)]
  5. [HDR]_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0)
  6. [Space(15)]
  7. _Depth ("Depth Fade Distance", Range(1.0, 500.0)) = 100.0
  8. [Space]
  9. _CameraDistanceFadeFar("Camera Distance Fade Far", Float) = 10.0
  10. _CameraDistanceFadeClose("Camera Distance Fade Close", Float) = 0.0
  11. [Space]
  12. _UvFadeX("UV Fade X", Range(0, 10)) = 0.1
  13. _UvFadeY("UV Fade Y", Range(0, 10)) = 0.1
  14. [ToggleOff]_AllowAlphaOverflow("Allow Alpha Overflow", Float) = 0.0
  15. }
  16. SubShader
  17. {
  18. Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
  19. LOD 200
  20. Blend SrcAlpha OneMinusSrcAlpha
  21. Lighting Off ZWrite Off
  22. Pass
  23. {
  24. CGPROGRAM
  25. #pragma vertex vert
  26. #pragma fragment frag
  27. #pragma shader_feature _ _ALLOWALPHAOVERFLOW_OFF
  28. #pragma multi_compile_fog;
  29. #pragma target 3.0
  30. #include "UnityCG.cginc"
  31. fixed4 _Color;
  32. float _Depth;
  33. float _CameraDistanceFadeFar, _CameraDistanceFadeClose;
  34. float _UvFadeX, _UvFadeY;
  35. UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
  36. struct appdata{
  37. float4 vertex : POSITION;
  38. float2 texcoord : TEXCOORD0;
  39. UNITY_VERTEX_INPUT_INSTANCE_ID
  40. };
  41. struct v2f{
  42. float2 uv : TEXCOORD0;
  43. UNITY_FOG_COORDS(1)
  44. float3 dist :TEXCOORD3;
  45. float4 projPos : TEXCOORD2;
  46. float4 vertex : SV_POSITION;
  47. UNITY_VERTEX_OUTPUT_STEREO
  48. };
  49. v2f vert (appdata i){
  50. v2f o;
  51. UNITY_SETUP_INSTANCE_ID(i);
  52. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  53. o.vertex = UnityObjectToClipPos(i.vertex);
  54. o.uv = i.texcoord;
  55. UNITY_TRANSFER_FOG(o,o.vertex);
  56. o.dist = UnityObjectToViewPos(i.vertex);
  57. o.projPos = ComputeScreenPos(o.vertex);
  58. UNITY_TRANSFER_DEPTH(o.projPos);
  59. return o;
  60. }
  61. fixed4 frag(v2f i) : SV_TARGET
  62. {
  63. fixed4 c = _Color;
  64. const float scene_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
  65. const float object_depth = i.projPos.z + length(i.dist);
  66. const float depth_fade = saturate((scene_depth - object_depth) / _Depth);
  67. c.a *= saturate((depth_fade * length(i.dist) - _CameraDistanceFadeClose) / (_CameraDistanceFadeFar - _CameraDistanceFadeClose));
  68. const float fade_uv_x = pow(smoothstep(1, 0, abs(i.uv.x * 2 - 1)), _UvFadeX);
  69. const float fade_uv_y = pow(smoothstep(1, 0, abs(i.uv.y * 2 - 1)), _UvFadeY);
  70. c.a *= fade_uv_x * fade_uv_y;
  71. #ifdef _ALLOWALPHAOVERFLOW_OFF
  72. c.a = saturate(c.a);
  73. #endif
  74. UNITY_APPLY_FOG(i.fogCoord, c);
  75. return c;
  76. }
  77. ENDCG
  78. }
  79. }
  80. FallBack "Diffuse"
  81. }