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