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| Shader "HHF/Example/SceneDisplay" { Properties { _MainTex ("MainTex", 2D) = "white" {} _FadeRange("FadeRange", Float) = 2 _OutlineColor("OutlineColor", Color) = (0,0.7479331,1,0) } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" }
Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile _ DISAPPEARENABLED_ON #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata { float4 vertex:POSITION; float2 uv:TEXCOORD0; float3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; float4 positionCS:SV_POSITION; float3 positionWS : TEXCOORD2; };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float _FadeRange; float4 _OutlineColor; float3 _FadeStartPos; float _Radius; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
v2f vert (appdata v) { v2f o = (v2f)0;
o.positionWS = TransformObjectToWorld(v.vertex.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag (v2f i) : SV_Target { half4 c = 0;
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); c = mainTex;
#ifdef DISAPPEARENABLED_ON float fadeMin = _Radius - _FadeRange; float fadeMax = _Radius; float fade = saturate((distance( _FadeStartPos , i.positionWS) - fadeMin)/(fadeMax-fadeMin)); clip( 0.999 - fade); c += fade * _OutlineColor ; #endif
return c; }
ENDHLSL } }
SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DISAPPEARENABLED_ON #include "UnityCG.cginc"
struct appdata { float4 vertex:POSITION; float2 uv:TEXCOORD0; float3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; float4 positionCS:SV_POSITION; float3 positionWS : TEXCOORD2; };
sampler2D _MainTex; float4 _MainTex_ST; float _FadeRange; float4 _OutlineColor;
float3 _FadeStartPos; float _Radius;
v2f vert (appdata v) { v2f o = (v2f)0; o.positionCS = UnityObjectToClipPos(v.vertex); o.positionWS.xyz = mul(unity_ObjectToWorld, v.vertex).xyz; o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag (v2f i) : SV_Target { half4 c = 0;
half4 mainTex = tex2D(_MainTex, i.uv); c = mainTex;
#ifdef DISAPPEARENABLED_ON float fadeMin = _Radius - _FadeRange; float fadeMax = _Radius; float fade = saturate((distance( _FadeStartPos , i.positionWS) - fadeMin)/(fadeMax-fadeMin)); clip( 0.999 - fade); c += fade * _OutlineColor ; #endif
return c; }
ENDCG
}
} }
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