BITFALL/Assets/GSpawn - Level Designer/Resources/Shaders/XZGridCoordSystemLine.shader

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Shader "GSpawn/XZGridCoordSystemLine"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_FarPlaneDist ("Far plane distance", float) = 1000
_CameraPos ("Camera position", Vector) = (0,0,0,0)
}
Subshader
{
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
CGPROGRAM
#include "UnityCG.cginc"
#include "XZGridInclude.cginc"
#pragma fragment frag
#pragma vertex vert
#pragma target 2.5
float4 _Color;
float _FarPlaneDist;
float3 _CameraPos;
struct vInput
{
float4 vertexPos : POSITION;
};
struct vOutput
{
float3 viewPos : TEXCOORD0;
float4 clipPos : SV_POSITION;
};
vOutput vert(vInput input)
{
vOutput output;
output.clipPos = UnityObjectToClipPos(input.vertexPos);
output.viewPos = UnityObjectToViewPos(input.vertexPos);
return output;
}
float4 frag(vOutput input) : COLOR
{
return float4(_Color.r, _Color.g, _Color.b, calculateCamAlphaScale(input.viewPos, _FarPlaneDist, _CameraPos) * _Color.a);
}
ENDCG
}
}
}