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ARPlusSystem/ARPlusSystem-250418/Assets/ARLocation/Mapbox Routes/Shaders/LineShader.shader

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Shader "ARLocation/LineShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (0, 0, 0, 0.6)
_Origin ("Origin", Vector) = (0, 0, 0, 1)
_MaxDistance ("Max Distance", Float) = 4
_FadeDistance ("Fade Distance", Float) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members worldPos)
#pragma exclude_renderers d3d11
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _Color;
float4 _Origin;
float _MaxDistance;
float _FadeDistance;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
float d = distance(i.worldPos, _Origin);
//i.uv.x -= d;
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
if (d > _MaxDistance)
{
col.a *= 0;
}
else if (d < (_MaxDistance - _FadeDistance))
{
col.a *= 1;
}
else
{
col.a *= (_MaxDistance - d)/_FadeDistance;
}
//float maxDistance = 2.0;
//if (d >= maxDistance)
//{
// col.a = 0;
//}
//else
//{
// col.a = 1 - d/maxDistance;
//}
return col;
}
ENDCG
}
}
}