//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== //Fade system depending on the current alpha Shader "ZED/ZED Fade" { Properties { _MainTex ("Texture", 2D) = "white" {} _FadeColor("Wire color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { 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; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _FadeColor; uniform float _Alpha; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col*(1 - _Alpha) + (_Alpha)*_FadeColor; } ENDCG } } }