Shader "DBV/Kristo/UnlitClip" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Main color", Color) = (1,1,1,1) _BackFaceColor ("Inside color", Color) = (1,1,1,1) _FadeColor ("Rim 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 100 Pass { Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog// make fog work #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 screenPos : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 worldSpace : TEXCOORD1; float4 screenPos : TEXCOORD2; }; sampler2D _MainTex, _DitherTex; float4 _DitherTex_TexelSize; float4 _MainTex_ST; float4 _FadeColor, _BackFaceColor, _Color; float _FadeDistance, _FadeSmooth; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldSpace = mul(unity_ObjectToWorld, v.vertex); o.screenPos = ComputeScreenPos(o.vertex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Color; fixed3 vec = i.worldSpace.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; if(dis < fadeDis) { col = 0; clip(-1); } else if (dis < fadeSmooth) { float v = (1-(fadeSmooth-dis)/fade); //Do dither fade //https://www.ronja-tutorials.com/2019/05/11/dithering.html float2 screenPos = i.screenPos.xy / i.screenPos.w; float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy; float ditherValue = tex2D(_DitherTex, ditherCoordinate).r; clip(v - ditherValue); col = col * v + (1-v) * _FadeColor; } else{ //col.rgb *= i.worldSpace.xyz; } // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } Pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog// make fog work #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 screenPos : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 worldSpace : TEXCOORD1; float4 screenPos : TEXCOORD2; }; float4 _BackFaceColor; float _FadeDistance, _FadeSmooth; sampler2D _DitherTex; float4 _DitherTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.worldSpace = mul(unity_ObjectToWorld, v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed3 vec = i.worldSpace.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; if(dis < fadeDis) { clip(-1); } else if (dis < fadeSmooth) { float v = (1-(fadeSmooth-dis)/fade); //Do dither fade //https://www.ronja-tutorials.com/2019/05/11/dithering.html float2 screenPos = i.screenPos.xy / i.screenPos.w; float2 ditherCoordinate = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy; float ditherValue = tex2D(_DitherTex, ditherCoordinate).r; clip(v - ditherValue); } return _BackFaceColor; } ENDCG } } }