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