Shader "Unlit/TeleportTerrain" { // Note: this shader isn't actually used in the game currently. Properties { _Color ("Color", Color) = (1, 1, 1, 1) _TeleportRange ("Teleport range", Float) = 20.0 _FalloffPow ("Teleport falloff power", Float) = 2.0 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; float4 world_pos : TEXCOORD1; }; fixed4 _Color; float _TeleportRange; float _FalloffPow; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.world_pos = mul(unity_ObjectToWorld, v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; // Fade out at TeleportRange float distanceZ = max(0.0, min(1.0, length(i.world_pos.xyz - _WorldSpaceCameraPos.xyz) / _TeleportRange)); col.a *= 1 - pow(distanceZ, _FalloffPow); return col; } ENDCG } } }