87 lines
2.3 KiB
Plaintext
87 lines
2.3 KiB
Plaintext
Shader "Unlit/TunnelingEffect"
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{
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Properties
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{
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_ColorInner("Inner Color", COLOR) = (1,0,0,1)
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_ColorOuter("Outer Color", COLOR) = (0,0,0,1)
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_Direction("Direction", VECTOR) = (0,0,1,0)
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_MinRadius("Min Radius",Range(-1,1)) = 0
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_MaxRadius("Max Radius",Range(-1,1)) = 0
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_Alpha("Fade",Range(0,1)) = 1
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Cull Back
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Lighting Off
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma target 2.0
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float3 worldPosition: TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half4 _ColorInner;
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half4 _ColorOuter;
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float3 _Direction;
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half _MinRadius;
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half _MaxRadius;
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half _Alpha;
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.worldPosition = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
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o.vertex = UnityObjectToClipPos(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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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float3 viewDir = normalize(i.worldPosition - _WorldSpaceCameraPos);
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float fov = dot(_Direction, viewDir);
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float dirMask = saturate((fov - _MinRadius) / (_MaxRadius - _MinRadius));
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half4 color = lerp(_ColorInner, _ColorOuter, fov * 0.5 + 0.5);
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dirMask = smoothstep(0,1,dirMask);
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return fixed4(color.xyz, color.w * dirMask * _Alpha);
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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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