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- 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
- }
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