CD-ROOM/Assets/Materials/Bullet/CircleShadow_Shader.shader
Gerard Gascón 341a877b4a init
2025-04-24 17:37:25 +02:00

64 lines
1.4 KiB
Text

Shader "Unlit/CircleShadow_Shader"
{
Properties
{
[HDR]
_Color("Color", Color)=(0, 0, 0, 1)
_Density("Density", Range(0, 1))=1
_Rad("Radius", Float)=1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float4 _Color;
float _Density;
float _Rad;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_Density /= 2;
float2 centeredUV = i.uv - 0.5f;
float radialMask = 1-smoothstep(_Density, 1-_Density, 1/_Rad*length(centeredUV));
return fixed4(_Color.rgb, radialMask*_Color.a);
}
ENDCG
}
}
}