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- Shader "Unlit/FeatheredPlaneShader"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
- _PlaneColor("Plane Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queue"="Transparent" }
- LOD 100
- Blend SrcAlpha OneMinusSrcAlpha
- ZWrite Off
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float3 uv2 : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 uv2 : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _TexTintColor;
- fixed4 _PlaneColor;
- float _ShortestUVMapping;
- v2f vert (appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.uv2 = v.uv2;
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
- col = lerp( _PlaneColor, col, col.a);
- // Fade out from as we pass the edge.
- // uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
- // We fade until we reach at the edge of the shortest UV mapping.
- // This is the remmaped UV value at the vertex.
- // We choose the shorted one so that ll edges will fade out completely.
- // See ARFeatheredPlaneMeshVisualizer.cs for more details.
- col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
- return col;
- }
- ENDCG
- }
- }
- }
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