Flatkit 추가 및 설정
This commit is contained in:
99
Assets/FlatKit/Shaders/LightPlane.shader
Normal file
99
Assets/FlatKit/Shaders/LightPlane.shader
Normal file
@@ -0,0 +1,99 @@
|
||||
Shader "FlatKit/LightPlane" {
|
||||
Properties
|
||||
{
|
||||
[Header(Color alpha controls opacity)]
|
||||
[HDR]_Color ("Color", Color) = (0.5, 0.5, 0.5, 1.0)
|
||||
|
||||
[Space(15)]
|
||||
_Depth ("Depth Fade Distance", Range(1.0, 500.0)) = 100.0
|
||||
|
||||
[Space]
|
||||
_CameraDistanceFadeFar("Camera Distance Fade Far", Float) = 10.0
|
||||
_CameraDistanceFadeClose("Camera Distance Fade Close", Float) = 0.0
|
||||
|
||||
[Space]
|
||||
_UvFadeX("UV Fade X", Range(0, 10)) = 0.1
|
||||
_UvFadeY("UV Fade Y", Range(0, 10)) = 0.1
|
||||
[ToggleOff]_AllowAlphaOverflow("Allow Alpha Overflow", Float) = 0.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
|
||||
LOD 200
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Lighting Off ZWrite Off
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature _ _ALLOWALPHAOVERFLOW_OFF
|
||||
#pragma multi_compile_fog;
|
||||
#pragma target 3.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
fixed4 _Color;
|
||||
float _Depth;
|
||||
float _CameraDistanceFadeFar, _CameraDistanceFadeClose;
|
||||
float _UvFadeX, _UvFadeY;
|
||||
|
||||
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||
|
||||
struct appdata{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f{
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float3 dist :TEXCOORD3;
|
||||
float4 projPos : TEXCOORD2;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata i){
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(i.vertex);
|
||||
o.uv = i.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
o.dist = UnityObjectToViewPos(i.vertex);
|
||||
|
||||
o.projPos = ComputeScreenPos(o.vertex);
|
||||
UNITY_TRANSFER_DEPTH(o.projPos);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_TARGET
|
||||
{
|
||||
fixed4 c = _Color;
|
||||
const float scene_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
const float object_depth = i.projPos.z + length(i.dist);
|
||||
const float depth_fade = saturate((scene_depth - object_depth) / _Depth);
|
||||
c.a *= saturate((depth_fade * length(i.dist) - _CameraDistanceFadeClose) / (_CameraDistanceFadeFar - _CameraDistanceFadeClose));
|
||||
|
||||
const float fade_uv_x = pow(smoothstep(1, 0, abs(i.uv.x * 2 - 1)), _UvFadeX);
|
||||
const float fade_uv_y = pow(smoothstep(1, 0, abs(i.uv.y * 2 - 1)), _UvFadeY);
|
||||
c.a *= fade_uv_x * fade_uv_y;
|
||||
|
||||
#ifdef _ALLOWALPHAOVERFLOW_OFF
|
||||
c.a = saturate(c.a);
|
||||
#endif
|
||||
UNITY_APPLY_FOG(i.fogCoord, c);
|
||||
return c;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
Reference in New Issue
Block a user