76 lines
1.5 KiB
Plaintext
76 lines
1.5 KiB
Plaintext
Shader "Instanced/DustShader" {
|
|
Properties {
|
|
_Color ("Colour", Color) = (1,1,1,1)
|
|
}
|
|
SubShader {
|
|
|
|
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
|
ZWrite Off
|
|
Lighting Off
|
|
Fog { Mode Off }
|
|
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
|
|
Pass {
|
|
|
|
CGPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
|
|
#pragma target 4.5
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityLightingCommon.cginc"
|
|
#include "AutoLight.cginc"
|
|
|
|
float4 _Color;
|
|
|
|
#if SHADER_TARGET >= 45
|
|
StructuredBuffer<float4> positionBuffer;
|
|
#endif
|
|
|
|
struct v2f
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
|
|
{
|
|
#if SHADER_TARGET >= 45
|
|
float4 data = positionBuffer[instanceID];
|
|
#else
|
|
float4 data = 0;
|
|
#endif
|
|
|
|
float3 localPosition = v.vertex.xzy * data.w;
|
|
float3 worldPosition = data.xyz + localPosition;
|
|
worldPosition.y += worldPosition.z;
|
|
worldPosition.z = 0;
|
|
|
|
v2f o;
|
|
o.pos = mul(UNITY_MATRIX_VP, float4(worldPosition, 1.0f));
|
|
o.uv = v.texcoord;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
float2 offsetFromCentre = 0.5 - i.uv;
|
|
float r = length(offsetFromCentre) * 2;
|
|
float alpha = smoothstep(1,0.5,r);
|
|
//float alpha = max(0, 1 - (length(offsetFromCentre) * 2));
|
|
//alpha = 1;
|
|
// float a = min(0.1f, _Color.a);
|
|
fixed4 col = float4(_Color.rgb, alpha * _Color.a);
|
|
|
|
return col;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|