Shader "Hidden/Griffin/InteractiveGrassVectorField" { Properties { _Background ("Background", 2D) = "gray" {} _Opacity ("Opacity", Float) = 1 } CGINCLUDE #include "UnityCG.cginc" #include "UtilitiesCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; }; sampler2D _Background; float _Opacity; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; return o; } fixed4 fragAdd (v2f i) : SV_Target { float2 uv = i.uv; float2 center = float2(0.5, 0.5); float fade = saturate(1 - length(uv-center)/0.5); return float4(uv.x, lerp(0.5, 0, fade), uv.y, _Opacity*fade); } fixed4 fragFade (v2f i) : SV_Target { float4 bg = tex2D(_Background, i.localPos); float4 target = float4(0.5, 0.5, 0.5, 1); return MoveTowards(bg, target, _Opacity); } ENDCG SubShader { Tags { "RenderType"="Transparent" } Pass { Name "Add" Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment fragAdd ENDCG } Pass { Name "Fade" Blend One Zero CGPROGRAM #pragma vertex vert #pragma fragment fragFade ENDCG } } }