Created
May 2, 2018 08:03
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Experiment with "_WorldSpaceCameraPos"
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
Shader "Unlit/Architecture_Base_Unlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color("Color", Color) = (1,1,1,1) | |
_Luminosity("Luminosity", Float) = 10 | |
_ArchitectureScale("Arch Scale", Float) = 30 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Pass | |
{ | |
CGPROGRAM | |
#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; | |
float3 worldPos : TEXCOORD1; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
fixed4 _Color; | |
// luminous power | |
float _Luminosity; | |
float _ArchitectureScale; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv) * _Color; | |
// apply fog | |
//UNITY_APPLY_FOG(i.fogCoord, col); | |
float distance = length(i.worldPos.xyz - _WorldSpaceCameraPos.xyz) / _ArchitectureScale; | |
col.rgb = (_ArchitectureScale - distance) * col.rgb * _Luminosity; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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