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