OldBlueWater/BlueWater/Assets/FlatKit/Shaders/LightPlane.shader
2023-08-23 16:32:24 +09:00

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Shader "FlatKit/LightPlane" {
Properties
{
[Header(Color alpha controls opacity)]
[HDR]_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0)
[Space(15)]
_Depth ("Depth Fade Distance", Range(1.0, 500.0)) = 100.0
[Space]
_CameraDistanceFadeFar("Camera Distance Fade Far", Float) = 10.0
_CameraDistanceFadeClose("Camera Distance Fade Close", Float) = 0.0
[Space]
_UvFadeX("UV Fade X", Range(0, 10)) = 0.1
_UvFadeY("UV Fade Y", Range(0, 10)) = 0.1
[ToggleOff]_AllowAlphaOverflow("Allow Alpha Overflow", Float) = 0.0
}
SubShader
{
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _ALLOWALPHAOVERFLOW_OFF
#pragma multi_compile_fog;
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
float _Depth;
float _CameraDistanceFadeFar, _CameraDistanceFadeClose;
float _UvFadeX, _UvFadeY;
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
struct appdata{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 dist :TEXCOORD3;
float4 projPos : TEXCOORD2;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata i){
v2f o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
o.dist = UnityObjectToViewPos(i.vertex);
o.projPos = ComputeScreenPos(o.vertex);
UNITY_TRANSFER_DEPTH(o.projPos);
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
fixed4 c = _Color;
const float scene_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
const float object_depth = i.projPos.z + length(i.dist);
const float depth_fade = saturate((scene_depth - object_depth) / _Depth);
c.a *= saturate((depth_fade * length(i.dist) - _CameraDistanceFadeClose) / (_CameraDistanceFadeFar - _CameraDistanceFadeClose));
const float fade_uv_x = pow(smoothstep(1, 0, abs(i.uv.x * 2 - 1)), _UvFadeX);
const float fade_uv_y = pow(smoothstep(1, 0, abs(i.uv.y * 2 - 1)), _UvFadeY);
c.a *= fade_uv_x * fade_uv_y;
#ifdef _ALLOWALPHAOVERFLOW_OFF
c.a = saturate(c.a);
#endif
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}