Initial Commit
This commit is contained in:
@@ -0,0 +1,91 @@
|
||||
Shader "DBV/Kristo/WallClip"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
|
||||
_Color ("Main color", Color) = (1,1,1,1)
|
||||
_FadeDistance ("Fade distance", Float) = 10
|
||||
_FadeSmooth ("Fade smooth distance", Float) = 1
|
||||
|
||||
_DitherTex ("Texture", 2D) = "grey" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
|
||||
sampler2D _MainTex, _DitherTex;
|
||||
float4 _DitherTex_TexelSize;
|
||||
|
||||
float4 _Color;
|
||||
float _FadeDistance, _FadeSmooth;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
float4 screenPos;
|
||||
float3 worldPos;
|
||||
};
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
|
||||
// sample the texture
|
||||
fixed3 vec = IN.worldPos.xyz - _WorldSpaceCameraPos;
|
||||
float dis = vec.x*vec.x + vec.y*vec.y + vec.z*vec.z;
|
||||
|
||||
float fadeDis = _FadeDistance * _FadeDistance;
|
||||
float fade = _FadeSmooth * _FadeSmooth;
|
||||
float fadeSmooth = fadeDis + fade;
|
||||
|
||||
float2 screenPos = IN.screenPos.xy / IN.screenPos.w;
|
||||
float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy;
|
||||
float ditherValue = tex2D(_DitherTex, ditherCoordinate).r;
|
||||
|
||||
if(dis < fadeDis) {
|
||||
clip(-1);
|
||||
}
|
||||
else if (dis < fadeSmooth) {
|
||||
float v = (1-(fadeSmooth-dis)/fade);
|
||||
float d = v * c.a - ditherValue;
|
||||
clip(d);
|
||||
c.a = d;
|
||||
}
|
||||
else {
|
||||
float d = c.a - ditherValue;
|
||||
clip(d);
|
||||
c.a = d;
|
||||
}
|
||||
//o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
Reference in New Issue
Block a user