forked from BilalY/Rasagar
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
Shader "Custom/FadeOut" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_MinDistance ("Minimum Distance", float) = 2
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_MaxDistance ("Maximum Distance", float) = 3
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}
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Pass {
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ZWrite Off
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ColorMask 0
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}
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CGPROGRAM
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#pragma surface surf Lambert alpha:fade
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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};
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float _MinDistance;
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float _MaxDistance;
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fixed4 _Color;
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// help: https://developer.download.nvidia.com/cg/index_stdlib.html
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float distanceFromCamera = distance(IN.worldPos, _WorldSpaceCameraPos);
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float fade = saturate((distanceFromCamera - _MinDistance) / _MaxDistance);
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o.Alpha = c.a * fade;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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