78 lines
1.8 KiB
Plaintext
78 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "MyMobile/Cloud/GrayscaleToAlpha" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_FadeOutDistNear ("Near fadeout dist", float) = 10
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_FadeOutDistFar ("Far fadeout dist", float) = 10000
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_UvOffset ("UVOffset(XY-Texture1,ZW-Texture2)",Vector) = (1,1,1,1)
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_GrayscaleToAlpha("GrayscaleToAlpha",Range(0,1)) = 0
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}
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SubShader {
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Tags {"Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha One
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ZWrite off
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pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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half _FadeOutDistNear;
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half _FadeOutDistFar;
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half4 _UvOffset;
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half _GrayscaleToAlpha;
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struct v2f {
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float4 pos : SV_POSITION;
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float3 uv : TEXCOORD0;
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};
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struct base_date{
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float4 vertex : POSITION;
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float4 texcoord0 : TEXCOORD0;
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};
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v2f vert(base_date v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.texcoord0,_MainTex);
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half4 offset = _UvOffset * _Time.y;
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o.uv.xy += offset.xy;
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float4 viewPos = mul(UNITY_MATRIX_MV,v.vertex);
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float dist = -viewPos.z;
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float nfadeout = saturate(dist / _FadeOutDistNear);
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float ffadeout = 1 - saturate(max(dist - _FadeOutDistFar,0) * 0.2);
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ffadeout *= ffadeout;
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nfadeout *= nfadeout;
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nfadeout *= nfadeout;
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nfadeout *= ffadeout;
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o.uv.z = nfadeout;
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o.uv.z = 1 - o.uv.z;
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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half4 texColor = tex2D(_MainTex,i.uv.xy);
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if(_GrayscaleToAlpha)
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{
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texColor.a = (texColor.r + texColor.g + texColor.b) / 3;
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}
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texColor.a *= i.uv.z;
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return texColor;
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}
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ENDCG
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}
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}
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}
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