Shader "ZED/Planetarium/Rings" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags{ "RenderType" = "Transparent" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { Stencil{ Ref 148 Comp Always Pass replace } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float dist : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.dist = length(ObjSpaceViewDir(v.vertex)); return o; } float4 frag(v2f i) : SV_Target { float4 color = _Color; //#if AWAYS color.a = 10 / (0.1 + i.dist*i.dist); color.a = _Color.a; //#endif return color; } ENDCG } } Fallback off }