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" }