Shader "Unlit/ExplosionWave_Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} _ErodeGlow("ErodeGlow", Float) = 1 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Zwrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" #include "Assets/Materials/myInclude.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; float4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 color : COLOR; float erode : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float _ErodeGlow; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv.xy, _MainTex); o.color = v.color; o.erode = v.uv.z; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { float4 tex = tex2D(_MainTex, i.uv+float2(0, _Time.y)); float erode = valueStep(tex.r, 2, i.erode); float erodeFringe = valueStep(tex.r, 2, i.erode-_ErodeGlow); float4 col = (erode*i.color + (erode - erodeFringe)*(5 * i.color)); return col; } ENDCG } } }