campfire/Assets/Shaders/TeleportTerrain.shader

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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
}
}
}