BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/Utilities/InteractiveGrassVectorField...

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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
}
}
}